From 8fcdbbfa54a013249b4e0b674dfc9025b9cd6a8e Mon Sep 17 00:00:00 2001 From: Fred Hicks Date: Mon, 22 Jun 2020 14:18:46 -0400 Subject: [PATCH] [Monster of the Week Official] New Evil Hat Official Version (#6785) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * Monster of the Week Official Sheet Based on the prior work of Katie Bennie (LethalKitten) and Anistuffs, this is a major revision and interface improvement for the Monster of the Week system. * Create MotWPreview.jpg * Proper options Most weren't implemented properly vis a vis data-i18n due to how the inherited legacy one was implemented. Fixed what I found. * Update MotWHTML.html * Update MotWHTML.html 'Enabled' showed up next to IAM flex alt when it was not the flex alt that was advanced, fixed * Changes to crooked-move1 strings Preparation for checkboxing the options * Update translation.json Lots of surplus spaces. I know it's cosmetic, but I wanted to tighten it up. * Update MotWHTML.html Crooked playbook feature adds * Expert tweak Expert tweak * Update MotWHTML.html Monstrous adjustments * Spellslinger tweaks * Update MotWHTML.html Wronged tweak * Gumshoe tweaks * Hex modifications * Pararomantic tweaks * Searcher adjustments * Update MotWHTML.html Exile tweak * Update MotWHTML.html Hardcase * hardcase, sidekick * Summoned tweaks * Update MotWHTML.html Traveler tweaks * Update MotWHTML.html Preparation for rearchitecture — moving sheet workers and roll templates to the top * Update translation.json Turns out the Chosen's fate list never had translation tags. * Big rearchitecture There were a lot of inefficiencies and repeated code in the prior version. This new version does the same work with about 10,000 fewer lines of HTML, and unlocks a few new features. * Bugs and Action Science Fixed some bugs, added the Action Scientist playbook * Improvements to Mystery Sheet * Update translation.json * Update MotWHTML.html Added in some dynamic bullet points to go with the Hook. * Update MotWHTML.html Accidentally got the attribute name wrong on this one * Update MotWHTML.html Added in a header * Update MotWHTML.html Fixed some issues with Keeper sheet * Update .gitignore * Update MotWCSS.css Spooktacular CSS support --- Monster of the Week Official/MotWCSS.css | 828 ++ Monster of the Week Official/MotWHTML.html | 8840 +++++++++++++++++ Monster of the Week Official/MotWPreview.jpg | Bin 0 -> 629058 bytes .../pics/checkbox-checked-black.png | Bin 0 -> 146 bytes .../pics/checkbox-checked-red.png | Bin 0 -> 156 bytes .../pics/checkbox-unchecked.png | Bin 0 -> 135 bytes .../pics/radio-checked-black.png | Bin 0 -> 341 bytes .../pics/radio-checked-red.png | Bin 0 -> 429 bytes .../pics/radio-unchecked.png | Bin 0 -> 298 bytes .../pics/result-advanced-success.png | Bin 0 -> 142886 bytes .../pics/result-failure.png | Bin 0 -> 123841 bytes .../pics/result-mixed.png | Bin 0 -> 170171 bytes .../pics/result-success.png | Bin 0 -> 182514 bytes Monster of the Week Official/sheet.json | 8 + Monster of the Week Official/translation.json | 1560 +++ .../translations/af.json | 1183 +++ .../translations/cs.json | 1183 +++ .../translations/da.json | 1183 +++ .../translations/de.json | 1183 +++ .../translations/el.json | 1183 +++ .../translations/en.json | 1353 +++ .../translations/es.json | 1183 +++ .../translations/fr.json | 1183 +++ .../translations/he.json | 1183 +++ .../translations/it.json | 1183 +++ .../translations/ja.json | 1183 +++ .../translations/ko.json | 1183 +++ .../translations/nl.json | 1183 +++ .../translations/pl.json | 1183 +++ .../translations/pt.json | 1183 +++ .../translations/ru.json | 1183 +++ .../translations/sv.json | 1183 +++ .../translations/tr.json | 1183 +++ .../translations/zh.json | 1183 +++ .../translations/zu.json | 1183 +++ 35 files changed, 35066 insertions(+) create mode 100644 Monster of the Week Official/MotWCSS.css create mode 100644 Monster of the Week Official/MotWHTML.html create mode 100644 Monster of the Week Official/MotWPreview.jpg create mode 100644 Monster of the Week Official/pics/checkbox-checked-black.png create mode 100644 Monster of the Week Official/pics/checkbox-checked-red.png create mode 100644 Monster of the Week Official/pics/checkbox-unchecked.png create mode 100644 Monster of the Week Official/pics/radio-checked-black.png create mode 100644 Monster of the Week Official/pics/radio-checked-red.png create mode 100644 Monster of the Week Official/pics/radio-unchecked.png create mode 100644 Monster of the Week Official/pics/result-advanced-success.png create mode 100644 Monster of the Week Official/pics/result-failure.png create mode 100644 Monster of the Week Official/pics/result-mixed.png create mode 100644 Monster of the Week Official/pics/result-success.png create mode 100644 Monster of the Week Official/sheet.json create mode 100644 Monster of the Week Official/translation.json create mode 100644 Monster of the Week Official/translations/af.json create mode 100644 Monster of the Week Official/translations/cs.json create mode 100644 Monster of the Week Official/translations/da.json create mode 100644 Monster of the Week Official/translations/de.json create mode 100644 Monster of the Week Official/translations/el.json create mode 100644 Monster of the Week Official/translations/en.json create mode 100644 Monster of the Week Official/translations/es.json create mode 100644 Monster of the Week Official/translations/fr.json create mode 100644 Monster of the Week Official/translations/he.json create mode 100644 Monster of the Week Official/translations/it.json create mode 100644 Monster of the Week Official/translations/ja.json create mode 100644 Monster of the Week Official/translations/ko.json create mode 100644 Monster of the Week Official/translations/nl.json create mode 100644 Monster of the Week Official/translations/pl.json create mode 100644 Monster of the Week Official/translations/pt.json create mode 100644 Monster of the Week Official/translations/ru.json create mode 100644 Monster of the Week Official/translations/sv.json create mode 100644 Monster of the Week Official/translations/tr.json create mode 100644 Monster of the Week Official/translations/zh.json create mode 100644 Monster of the Week Official/translations/zu.json diff --git a/Monster of the Week Official/MotWCSS.css b/Monster of the Week Official/MotWCSS.css new file mode 100644 index 0000000000..80a87c6d28 --- /dev/null +++ b/Monster of the Week Official/MotWCSS.css @@ -0,0 +1,828 @@ +@import url("https://fonts.googleapis.com/css?family=Special+Elite&display=swap&family=SpecialElite"); + +.sheet-KItem-Type-New, +.sheet-KItem-Type-Countdown, +.sheet-KItem-Type-Monster, +.sheet-KItem-Type-Minion, +.sheet-KItem-Type-Bystander, +.sheet-KItem-Type-Location, +.sheet-KItem-Type-Phenomenon, +.sheet-KItem-Type-Text, +div.sheet-Keeper, +.sheet-SkinCheck[value="-1"] ~ div.sheet-NoKeep, +.sheet-SkinCheck[value="0"] ~ div div.sheet-NoNull, +div.sheet-Reference, +div.sheet-Expander +{ + display: none; +} + +span.sheet-Null, div.sheet-Null, +span.sheet-Chosen, div.sheet-Chosen, +span.sheet-Crooked, div.sheet-Crooked, +span.sheet-Divine, div.sheet-Divine, +span.sheet-Expert, div.sheet-Expert, +span.sheet-Flake, div.sheet-Flake, +span.sheet-Initiate, div.sheet-Initiate, +span.sheet-Monstrous, div.sheet-Monstrous, +span.sheet-Mundane, div.sheet-Mundane, +span.sheet-Professional, div.sheet-Professional, +span.sheet-Spellslinger, div.sheet-Spellslinger, +span.sheet-Spooky, div.sheet-Spooky, +span.sheet-Wronged, div.sheet-Wronged, +span.sheet-Gumshoe, div.sheet-Gumshoe, +span.sheet-Hex, div.sheet-Hex, +span.sheet-Pararomantic, div.sheet-Pararomantic, +span.sheet-Searcher, div.sheet-Searcher, +span.sheet-Exile, div.sheet-Exile, +span.sheet-Hardcase, div.sheet-Hardcase, +span.sheet-Luchador, div.sheet-Luchador, +span.sheet-Meddlingkid, div.sheet-Meddlingkid, +span.sheet-Sidekick, div.sheet-Sidekick, +span.sheet-Snoop, div.sheet-Snoop, +span.sheet-Summoned, div.sheet-Summoned, +span.sheet-Traveler, div.sheet-Traveler, +span.sheet-Actionscientist, div.sheet-Actionscientist, +span.sheet-Biggamehunter, div.sheet-Biggamehunter, +span.sheet-Constructed, div.sheet-Constructed, +span.sheet-Madscientist, div.sheet-Madscientist, +span.sheet-Spooktacular, div.sheet-Spooktacular, +span.sheet-Custom, div.sheet-Custom +{ + display: none; +} + +.sheet-KTyper[value="0"] ~ span.sheet-KItem-Type-New, +.sheet-KTyper[value="7"] ~ span.sheet-KItem-Type-Text, +.sheet-KTyper[value="1"] ~ span.sheet-KItem-Type-Countdown, +.sheet-KTyper[value="2"] ~ span.sheet-KItem-Type-Monster, +.sheet-KTyper[value="3"] ~ span.sheet-KItem-Type-Minion, +.sheet-KTyper[value="4"] ~ span.sheet-KItem-Type-Bystander, +.sheet-KTyper[value="5"] ~ span.sheet-KItem-Type-Location, +.sheet-KTyper[value="6"] ~ span.sheet-KItem-Type-Phenomenon +{ + display: inline; +} + +.sheet-KTyper[value="0"] ~ div.sheet-KItem-Type-New, +.sheet-KTyper[value="7"] ~ div.sheet-KItem-Type-Text, +.sheet-KTyper[value="1"] ~ div.sheet-KItem-Type-Countdown, +.sheet-KTyper[value="2"] ~ div.sheet-KItem-Type-Monster, +.sheet-KTyper[value="3"] ~ div.sheet-KItem-Type-Minion, +.sheet-KTyper[value="4"] ~ div.sheet-KItem-Type-Bystander, +.sheet-KTyper[value="5"] ~ div.sheet-KItem-Type-Location, +.sheet-KTyper[value="6"] ~ div.sheet-KItem-Type-Phenomenon +{ + display: block; +} + +.sheet-SkinCheck[value="-1"] ~ div.sheet-Keeper, +.sheet-SkinCheck[value="0"] ~ div.sheet-Null, +.sheet-SkinCheck[value="1"] ~ div.sheet-Chosen, +.sheet-SkinCheck[value="2"] ~ div.sheet-Crooked, +.sheet-SkinCheck[value="3"] ~ div.sheet-Divine, +.sheet-SkinCheck[value="4"] ~ div.sheet-Expert, +.sheet-SkinCheck[value="5"] ~ div.sheet-Flake, +.sheet-SkinCheck[value="6"] ~ div.sheet-Initiate, +.sheet-SkinCheck[value="7"] ~ div.sheet-Monstrous, +.sheet-SkinCheck[value="8"] ~ div.sheet-Mundane, +.sheet-SkinCheck[value="9"] ~ div.sheet-Professional, +.sheet-SkinCheck[value="10"] ~ div.sheet-Spellslinger, +.sheet-SkinCheck[value="11"] ~ div.sheet-Spooky, +.sheet-SkinCheck[value="12"] ~ div.sheet-Wronged, +.sheet-SkinCheck[value="13"] ~ div.sheet-Gumshoe, +.sheet-SkinCheck[value="14"] ~ div.sheet-Hex, +.sheet-SkinCheck[value="15"] ~ div.sheet-Pararomantic, +.sheet-SkinCheck[value="16"] ~ div.sheet-Searcher, +.sheet-SkinCheck[value="17"] ~ div.sheet-Exile, +.sheet-SkinCheck[value="18"] ~ div.sheet-Hardcase, +.sheet-SkinCheck[value="19"] ~ div.sheet-Luchador, +.sheet-SkinCheck[value="20"] ~ div.sheet-Meddlingkid, +.sheet-SkinCheck[value="21"] ~ div.sheet-Sidekick, +.sheet-SkinCheck[value="22"] ~ div.sheet-Snoop, +.sheet-SkinCheck[value="23"] ~ div.sheet-Summoned, +.sheet-SkinCheck[value="24"] ~ div.sheet-Traveler, +.sheet-SkinCheck[value="25"] ~ div.sheet-Actionscientist, +.sheet-SkinCheck[value="26"] ~ div.sheet-Biggamehunter, /* Not implemented, not likely */ +.sheet-SkinCheck[value="27"] ~ div.sheet-Constructed, /* Not implemented */ +.sheet-SkinCheck[value="28"] ~ div.sheet-Madscientist, /* Not implemented, not likely */ +.sheet-SkinCheck[value="29"] ~ div.sheet-Spooktacular, +.sheet-SkinCheck[value="99"] ~ div.sheet-Custom +{ + display: block; +} + +.sheet-SkinCheck[value="-1"] ~ div > span > span.sheet-Keeper, +.sheet-SkinCheck[value="-1"] ~ div > span.sheet-Keeper, +.sheet-SkinCheck[value="0"] ~ div > span > span.sheet-Null, +.sheet-SkinCheck[value="0"] ~ div > span.sheet-Null, +.sheet-SkinCheck[value="1"] ~ div > span > span.sheet-Chosen, +.sheet-SkinCheck[value="1"] ~ div > span.sheet-Chosen, +.sheet-SkinCheck[value="2"] ~ div > span > span.sheet-Crooked, +.sheet-SkinCheck[value="2"] ~ div > span.sheet-Crooked, +.sheet-SkinCheck[value="3"] ~ div > span > span.sheet-Divine, +.sheet-SkinCheck[value="3"] ~ div > span.sheet-Divine, +.sheet-SkinCheck[value="4"] ~ div > span > span.sheet-Expert, +.sheet-SkinCheck[value="4"] ~ div > span.sheet-Expert, +.sheet-SkinCheck[value="5"] ~ div > span > span.sheet-Flake, +.sheet-SkinCheck[value="5"] ~ div > span.sheet-Flake, +.sheet-SkinCheck[value="6"] ~ div > span > span.sheet-Initiate, +.sheet-SkinCheck[value="6"] ~ div > span.sheet-Initiate, +.sheet-SkinCheck[value="7"] ~ div > span > span.sheet-Monstrous, +.sheet-SkinCheck[value="7"] ~ div > span.sheet-Monstrous, +.sheet-SkinCheck[value="8"] ~ div > span > span.sheet-Mundane, +.sheet-SkinCheck[value="8"] ~ div > span.sheet-Mundane, +.sheet-SkinCheck[value="9"] ~ div > span > span.sheet-Professional, +.sheet-SkinCheck[value="9"] ~ div > span.sheet-Professional, +.sheet-SkinCheck[value="10"] ~ div > span > span.sheet-Spellslinger, +.sheet-SkinCheck[value="10"] ~ div > span.sheet-Spellslinger, +.sheet-SkinCheck[value="11"] ~ div > span > span.sheet-Spooky, +.sheet-SkinCheck[value="11"] ~ div > span.sheet-Spooky, +.sheet-SkinCheck[value="12"] ~ div > span > span.sheet-Wronged, +.sheet-SkinCheck[value="12"] ~ div > span.sheet-Wronged, +.sheet-SkinCheck[value="13"] ~ div > span > span.sheet-Gumshoe, +.sheet-SkinCheck[value="13"] ~ div > span.sheet-Gumshoe, +.sheet-SkinCheck[value="14"] ~ div > span > span.sheet-Hex, +.sheet-SkinCheck[value="14"] ~ div > span.sheet-Hex, +.sheet-SkinCheck[value="15"] ~ div > span > span.sheet-Pararomantic, +.sheet-SkinCheck[value="15"] ~ div > span.sheet-Pararomantic, +.sheet-SkinCheck[value="16"] ~ div > span > span.sheet-Searcher, +.sheet-SkinCheck[value="16"] ~ div > span.sheet-Searcher, +.sheet-SkinCheck[value="17"] ~ div > span > span.sheet-Exile, +.sheet-SkinCheck[value="17"] ~ div > span.sheet-Exile, +.sheet-SkinCheck[value="18"] ~ div > span > span.sheet-Hardcase, +.sheet-SkinCheck[value="18"] ~ div > span.sheet-Hardcase, +.sheet-SkinCheck[value="19"] ~ div > span > span.sheet-Luchador, +.sheet-SkinCheck[value="19"] ~ div > span.sheet-Luchador, +.sheet-SkinCheck[value="20"] ~ div > span > span.sheet-Meddlingkid, +.sheet-SkinCheck[value="20"] ~ div > span.sheet-Meddlingkid, +.sheet-SkinCheck[value="21"] ~ div > span > span.sheet-Sidekick, +.sheet-SkinCheck[value="21"] ~ div > span.sheet-Sidekick, +.sheet-SkinCheck[value="22"] ~ div > span > span.sheet-Snoop, +.sheet-SkinCheck[value="22"] ~ div > span.sheet-Snoop, +.sheet-SkinCheck[value="23"] ~ div > span > span.sheet-Summoned, +.sheet-SkinCheck[value="23"] ~ div > span.sheet-Summoned, +.sheet-SkinCheck[value="24"] ~ div > span > span.sheet-Traveler, +.sheet-SkinCheck[value="24"] ~ div > span.sheet-Traveler, +.sheet-SkinCheck[value="25"] ~ div > span > span.sheet-Actionscientist, +.sheet-SkinCheck[value="25"] ~ div > span.sheet-Actionscientist, +.sheet-SkinCheck[value="26"] ~ div > span > span.sheet-Biggamehunter, +.sheet-SkinCheck[value="26"] ~ div > span.sheet-Biggamehunter, +.sheet-SkinCheck[value="27"] ~ div > span > span.sheet-Constructed, +.sheet-SkinCheck[value="27"] ~ div > span.sheet-Constructed, +.sheet-SkinCheck[value="28"] ~ div > span > span.sheet-Madscientist, +.sheet-SkinCheck[value="28"] ~ div > span.sheet-Madscientist, +.sheet-SkinCheck[value="29"] ~ div > span > span.sheet-Spooktacular, +.sheet-SkinCheck[value="29"] ~ div > span.sheet-Spooktacular, +.sheet-SkinCheck[value="99"] ~ div > span > span.sheet-Custom, +.sheet-SkinCheck[value="99"] ~ div > span.sheet-Custom +{ + display: inline; +} + +.sheet-RefToggle[value="1"]:checked ~ div.sheet-Reference, +.sheet-ExpToggle[value="1"]:checked ~ div.sheet-Expander +{ + display: block; +} + +.sheet-Reference +{ + padding-left: 12px; +} + +textarea +{ + height: auto; +} + +select.sheet-SkinSelect +{ + position: relative; +} + +/* I'm not sure why the original implementation wanted the selected playbook to be un-displayed. Was there a fear it would overwrite? */ +/* +option.sheet-SkinSelect:checked +{ + display: none; +} +*/ + +.sheet-Subsection, .sheet-Label, .sheet-StatLabel +{ + font-family: 'Special Elite'; + text-transform: uppercase; + font-weight: bold; +} + +.sheet-MinorHead +{ + font-family: 'Special Elite'; + text-transform: uppercase; + font-size: 100%; + font-weight: bold; +} + +.sheet-statelabel +{ + font-weight: bold; + font-size: 66%; + text-transform: uppercase; + color: #990000; +} + +.sheet-Stats, .sheet-Subsection { + margin-top: 12px; + margin-bottom: 4px; +} + +.sheet-Stat { + text-align: center; + margin-bottom: 12px; +} + +.sheet-Subsection +{ + font-size: 120%; + border-bottom: 1px solid black; +} + +.sheet-StatLabel { + display: block; + font-size: 200%; + text-align: center; +} + +.sheet-SheetGrid { + display: grid; + grid-template-columns: 100px 1fr; + grid-auto-flow: column; + column-gap: 20px; + align-content: stretch; +} + +.sheet-Stats { + grid-column: 1; +} + +.sheet-Specifics { + grid-column: 2 +} + +.sheet-move { + text-indent: -15px; + margin-left: 15px; +} + +.sheet-move { + margin-bottom: 3px; +} + +.sheet-move ul li { + text-indent: 0px; + margin-left: 0px; +} + +.sheet-motw-moveshare .sheet-move, +.sheet-rolltemplate-motw-dieroll .sheet-move +{ + text-indent: -12px; + margin-left: 15px; +} + +.sheet-rolltemplate-motw-moveshare .sheet-template-container +{ + background-color: white; + border: 1px solid black; +} + +.sheet-rolltemplate-motw-dieroll .sheet-template-container +{ + background-color: white; + border: 1px solid #990000; +} + +.sheet-rolltemplate-motw-moveshare .sheet-moveshare-title, +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-title +{ + background-color: black; + color: white; + font-family: 'Special Elite'; + text-transform: uppercase; + font-weight: bold; + padding-top: 3px; + padding-left: 3px; + padding-right: 3px; +} + +.sheet-rolltemplate-motw-moveshare .sheet-moveshare-title +{ + background-color: black; +} + +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-title +{ + background-color: #990000; +} + +.sheet-rolltemplate-motw-moveshare .sheet-moveshare-content, +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content +{ + background-color: white; + padding: 3px; + color: black; +} + +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content +{ + padding-top: 6px; +} + +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-failure, +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-success, +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-advsuccess, +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-mixed +{ + padding-top: 60px; + padding-left: 30px; + padding-bottom: 60px; + background-repeat: no-repeat; + background-size: 299px auto; +} + +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-failure +{ + background-image: url("https://raw.githubusercontent.com/fredhicks/ehp-roll20/master/Monster%20of%20the%20Week/pics/result-failure.png"); + background-color: white; +} + +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-success +{ + background-image: url("https://raw.githubusercontent.com/fredhicks/ehp-roll20/master/Monster%20of%20the%20Week/pics/result-success.png"); + background-color: black; +} + +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-advsuccess +{ + background-image: url("https://raw.githubusercontent.com/fredhicks/ehp-roll20/master/Monster%20of%20the%20Week/pics/result-advanced-success.png"); + background-color: black; +} + +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-mixed +{ + background-image: url("https://raw.githubusercontent.com/fredhicks/ehp-roll20/master/Monster%20of%20the%20Week/pics/result-mixed.png"); + background-color: white; +} + +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-roll .inlinerollresult, +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-advsuccess .sheet-dieroll-roll .inlinerollresult, +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-success .sheet-dieroll-roll .inlinerollresult, +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-failure .sheet-dieroll-roll .inlinerollresult, +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-mixed .sheet-dieroll-roll .inlinerollresult +{ + font-family: 'Special Elite'; + color: white; + border: none !important; + background-color: transparent; + font-weight: bold; + padding: 0 3px 0 0; + font-size: 40px; +} + + +button[type=roll].sheet-2d6-button::before { + content: 'Fa'; + font-family: 'dicefontd6'; + font-size: 116%; +} + +button[type=roll].sheet-broadcast-button::before { + content: 'R'; + font-family: 'Pictos'; +} + +button[type=roll].sheet-broadcast-button, +button[type=roll].sheet-2d6-button { + border: 0px; + padding: 0px; + margin: 0px; + margin-right: 6px; + background-color: white; + color: #990000; +} + +input[type="checkbox"].sheet-checkbox { + opacity: 0.0; + width: 16px; + height: 16px; + position: relative; + top: -3px; + left: 9px; + margin: -10px; + cursor: pointer; + z-index: 1; +} + +input[type="checkbox"].sheet-checkbox + span.sheet-altbox::before { + margin-right: 0px; + margin-left: 3px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: top; + content: url(https://raw.githubusercontent.com/fredhicks/ehp-roll20/master/Monster%20of%20the%20Week/pics/checkbox-unchecked.png); + width: 14px; + height: 14px; + font-size: 12px; +} + +input[type="checkbox"].sheet-checkbox:checked + span.sheet-altbox::before { + content: url(https://raw.githubusercontent.com/fredhicks/ehp-roll20/master/Monster%20of%20the%20Week/pics/checkbox-checked-red.png); +} + +input[type="checkbox"].sheet-checkbox + span.sheet-mainbox::before { + margin-right: -7px; + margin-left: 10px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: top; + content: url(https://raw.githubusercontent.com/fredhicks/ehp-roll20/master/Monster%20of%20the%20Week/pics/checkbox-unchecked.png); + width: 14px; + height: 14px; + font-size: 12px; +} + +input[type="checkbox"].sheet-checkbox:checked + span.sheet-mainbox::before { + content: url(https://raw.githubusercontent.com/fredhicks/ehp-roll20/master/Monster%20of%20the%20Week/pics/checkbox-checked-red.png); +} + +.sheet-move .sheet-isolator { + text-indent: 0px; +} + +input[type="checkbox"].sheet-checkbox + span.sheet-anglebox::before { + margin-right: 0px; + margin-left: 3px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: top; + content: "►"; + color: #990000; + width: 14px; + height: 14px; + font-size: 12px; +} + +input[type="checkbox"].sheet-checkbox:checked + span.sheet-anglebox::before { + content: "▼"; +} + +span.sheet-ExpHeader { + font-weight: bold; + font-size: 75%; + text-transform: uppercase; + color: #999999; +} + +input[type="checkbox"].sheet-ExpOPBToggle + span.sheet-anglebox + span.sheet-ExpHeader::before, +input[type="checkbox"].sheet-ExpToggle + span.sheet-anglebox + span.sheet-ExpHeader::before { + content: "Show "; /* I'd love to internationalize this but I don't think CSS allows it */ +} + +input[type="checkbox"].sheet-OPBToggle:checked + span.sheet-anglebox + span.sheet-ExpHeader::before, +input[type="checkbox"].sheet-ExpToggle:checked + span.sheet-anglebox + span.sheet-ExpHeader::before { + content: "Hide "; /* I'd love to internationalize this but I don't think CSS allows it */ +} + +input[type="radio"].sheet-radio { + opacity: 0.0; + width: 16px; + height: 16px; + position: relative; + top: -3px; + left: 9px; + margin: -10px; + cursor: pointer; + z-index: 1; +} + +input[type="radio"].sheet-radio + span.sheet-mainbox::before { + margin-right: -7px; + margin-left: 10px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: top; + content: url(https://raw.githubusercontent.com/fredhicks/ehp-roll20/master/Monster%20of%20the%20Week/pics/radio-unchecked.png); + width: 14px; + height: 14px; + font-size: 12px; +} + +input[type="radio"].sheet-radio:checked + span.sheet-mainbox::before { + content: url(https://raw.githubusercontent.com/fredhicks/ehp-roll20/master/Monster%20of%20the%20Week/pics/radio-checked-red.png); +} + +input[type="radio"].sheet-radio + span.sheet-altbox::before { + margin-right: 0px; + margin-left: 3px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: top; + content: url(https://raw.githubusercontent.com/fredhicks/ehp-roll20/master/Monster%20of%20the%20Week/pics/radio-unchecked.png); + width: 14px; + height: 14px; + font-size: 12px; +} + +input[type="radio"].sheet-radio:checked + span.sheet-altbox::before { + content: url(https://raw.githubusercontent.com/fredhicks/ehp-roll20/master/Monster%20of%20the%20Week/pics/radio-checked-red.png); +} + +.sheet-grayable { + color: #999999; +} + +input[type="checkbox"].sheet-checkbox:checked ~ span.sheet-grayable, +input[type="radio"].sheet-radio:checked ~ span.sheet-grayable +{ + color: #000000; +} + +input[type="checkbox"].sheet-checkbox:checked ~ span.sheet-grayable b, +input[type="radio"].sheet-radio:checked ~ span.sheet-grayable b, +input[type="checkbox"].sheet-checkbox:checked ~ span.sheet-grayable i, +input[type="radio"].sheet-radio:checked ~ span.sheet-grayable i +{ + color: #990000; +} + +.sheet-OPBToggle[value="1"]:checked ~ .sheet-OPB +{ + display: block; + padding-right: 10px; +} + +.sheet-OPBHead { + display: none; +} + +.sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-checkbox, +.sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-checkbox + .sheet-mainbox, +.sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-checkbox + .sheet-mainbox + .sheet-grayable, +.sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-radio, +.sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-radio + .sheet-mainbox, +.sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-radio + .sheet-mainbox + .sheet-grayable +{ + display: inline; +} + +.sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-checkbox, +.sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-checkbox + .sheet-mainbox, +.sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-checkbox + .sheet-mainbox + .sheet-grayable, +.sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-radio, +.sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-radio + .sheet-mainbox, +.sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-radio + .sheet-mainbox + .sheet-grayable +{ + display: none; +} + +.sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-checkbox:checked, +.sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-checkbox:checked + .sheet-mainbox, +.sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-checkbox:checked + .sheet-mainbox + .sheet-grayable, +.sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-radio:checked, +.sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-radio:checked + .sheet-mainbox, +.sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-radio:checked + .sheet-mainbox + .sheet-grayable +{ + display: inline; +} + +input[type="checkbox"].sheet-AllyRevealer ~ div.sheet-Ally, +input[type="checkbox"].sheet-triggerbox + input[type="checkbox"].sheet-checkbox + span.sheet-altbox, +input[type="checkbox"].sheet-triggerbox, +input[type="checkbox"].sheet-triggerbox:checked, +input[type="checkbox"].sheet-triggerbox + div.sheet-triggerframe, +input[type="checkbox"].sheet-triggerbox + span.sheet-triggertext +{ + display: none; +} + +input[type="checkbox"].sheet-triggerbox:checked + input[type="checkbox"].sheet-checkbox + span.sheet-altbox, +input[type="checkbox"].sheet-triggerbox:checked + span.sheet-triggertext +{ + display: inline; +} + +input[type="checkbox"].sheet-AllyRevealer:checked ~ div.sheet-Ally, +input[type="checkbox"].sheet-HavenRevealer:checked + div.sheet-Haven, +input[type="checkbox"].sheet-SectRevealer:checked + div.sheet-Sect, +input[type="checkbox"].sheet-triggerbox:checked + div.sheet-triggerframe +{ + display: block; +} + +.sheet-AllyRevealer:checked ~ .sheet-Ally, +.sheet-HavenRevealer:checked ~ .sheet-Haven, +.sheet-SectRevealer:checked ~ .sheet-Sect +{ + display: block; +} + +.sheet-advmoves { + padding-left: 10px; +} + +.sheet-highlights > b, +.sheet-highlights > i, +.sheet-redtext +{ + color: #990000; +} + +.sheet-kflex { + display: flex; + flex-flow: column-reverse; + align-items: left; +} + +.sheet-kflex > .repcontainer { + display: flex; + flex-flow: row wrap; + justify-content: space-between; + align-items: stretch; + align-content: flex-start; +} + +.sheet-kflex > .repcontrol { + display: inline-block; + width: 150px; +} + +.sheet-kflex > .repcontainer > .repitem { + margin-right: 20px; + padding-bottom: 10px; + min-width: 20em; + min-height: 10px; + flex: 1 1 25em; +} + +.sheet-KInstructions { + align-self: left; + text-align: left; +} + +.sheet-KItem-input { + margin-bottom: 6px; + margin-left: 6px; + width: 90%; +} + +input.sheet-null-hider[value=""] + *, +input.sheet-null-hider[value="0"] + *, +input.sheet-99-hider[value="99"] + * +{ + display: none; +} + +.sheet-KIndented { + margin-left: 1em; + padding-bottom: 6px; +} + +.sheet-CountRow { + border-top: 1px solid black; + display: flex; + flex-flow: row wrap; + justify-content: flex-start; + align-items: stretch; + align-content: stretch; + /* flex: 1 1 25em; */ +} + +.sheet-CountRow:last-of-type { + border-bottom: 1px solid black; +} + +.sheet-CountRow .sheet-CountEvent +{ + margin-right: 0px; +} + +.sheet-CountBox { + border-right: 1px solid black; + border-left: 1px solid black; + margin-bottom: 6px; +} + +.sheet-CountRow .sheet-CountEvent { + width: calc(100% - 10em); +} + +.sheet-CountRow .sheet-Day, +.sheet-CountRow .sheet-Shadows, +.sheet-CountRow .sheet-Sunset, +.sheet-CountRow .sheet-Dusk, +.sheet-CountRow .sheet-Nightfall, +.sheet-CountRow .sheet-Midnight +{ + width: 8em; +} + +.sheet-Day, +.sheet-Shadows, +.sheet-Sunset, +.sheet-Dusk, +.sheet-Nightfall, +.sheet-Midnight, +.sheet-CountEvent +{ + color: #000000; + padding: 6px; + display: inline-block; +} + +.sheet-Day { + background-color: #EEEEEE; + color: #000000; +} + +.sheet-Shadows { + background-color: #CCCCCC; + color: #111111; +} + +.sheet-Sunset { + background-color: #AAAAAA; + color: #222222; +} + +.sheet-Dusk { + color: #DDDDDD; + background-color: #888888; +} + +.sheet-Nightfall { + color: #EEEEEE; + background-color: #666666; +} + +.sheet-Midnight { + color: #FFFFFF; + background-color: #444444; +} + +.sheet-EditControls { + border: 1px solid #990000; + background-color: #EEEEEE; + padding: 6px; +} + +div.sheet-KItem-Subtype > div { + font-style: italic; +} + +.sheet-othermove b +{ + color: #990000; +} + +.sheet-othermovename { + font-weight: bold; +} + +.sheet-othermovename::before { + padding-right: 2px; + vertical-align: top; + width: 14px; + height: 14px; + font-size: 12px; + content: url(https://raw.githubusercontent.com/fredhicks/ehp-roll20/master/Monster%20of%20the%20Week/pics/checkbox-checked-black.png); +} + +.sheet-othermovename::after { + content: ": "; +} + +.sheet-EditControls textarea, +.sheet-EditControls input[type="text"], +{ + width: calc(100% - 10px); +} + +.sheet-StartingStats { + width: 100%; +} + +/* If I want to use this for a display-only fieldset in the future, this will help hide the add/modify controls */ + +.sheet-fset-display-only > .repcontrol { + display: none; +} + +.sheet-space-above { + padding-top: 6px; +} \ No newline at end of file diff --git a/Monster of the Week Official/MotWHTML.html b/Monster of the Week Official/MotWHTML.html new file mode 100644 index 0000000000..26166d09c1 --- /dev/null +++ b/Monster of the Week Official/MotWHTML.html @@ -0,0 +1,8840 @@ + + + + + +
+
+ {{#stat}} {{stat}} Roll {{/stat}} + {{#title}} {{title}} {{/title}} + {{#CharName}} ({{CharName}}) {{/CharName}} +
+ {{#rollGreater() Roll 11}} +
+
{{Roll}}
+
+
+ Hit: Advanced Success! +
+
+ Treat as a regular success if you do not have the advanced improvement for this move. +
+ {{/rollGreater() Roll 11}} + {{#rollBetween() Roll 10 11}} +
+
{{Roll}}
+
+
+ Hit: Success! +
+ {{/rollBetween() Roll 10 11}} + {{#rollBetween() Roll 7 9}} +
+
{{Roll}}
+
+
+ Hit: Mixed Success. +
+ {{/rollBetween() Roll 7 9}} + {{#rollLess() Roll 7}} +
+
{{Roll}}
+
+
+ Failure. +
+
+ Make sure to mark experience! +
+ {{/rollLess() Roll 7}} +
+
+ + +
+
({{CharName}})
+ {{#movekey}} +
+ {{/movekey}} + {{#movetext}} +
{{movetext}}
+ {{/movetext}} + {{#extra}} +
• {{extra}}
+ {{/extra}} + {{#rollTotal() c1v 1}} +
•
+ {{/rollTotal() c1v 1}} + {{#rollTotal() c2v 1}} +
•
+ {{/rollTotal() c2v 1}} + {{#rollTotal() c3v 1}} +
•
+ {{/rollTotal() c3v 1}} + {{#rollTotal() c4v 1}} +
•
+ {{/rollTotal() c4v 1}} + {{#rollTotal() c5v 1}} +
•
+ {{/rollTotal() c5v 1}} + {{#rollTotal() c6v 1}} +
•
+ {{/rollTotal() c6v 1}} + {{#rollTotal() c7v 1}} +
•
+ {{/rollTotal() c7v 1}} + {{#rollTotal() c8v 1}} +
•
+ {{/rollTotal() c8v 1}} + {{#rollTotal() c9v 1}} +
•
+ {{/rollTotal() c9v 1}} + {{#rollTotal() c10v 1}} +
•
+ {{/rollTotal() c10v 1}} + {{#rollTotal() c11v 1}} +
•
+ {{/rollTotal() c11v 1}} + {{#rollTotal() c12v 1}} +
•
+ {{/rollTotal() c12v 1}} + {{#allprops() CharName movekey movetext extra coda codakey c1 c1v c2 c2v c3 c3v c4 c4v c5 c5v c6 c6v c7 c7v c8 c8v c9 c9v c10 c10v c11 c11v c12 c12v}} +
•
+ {{/allprops() CharName movekey movetext extra coda codakey c1 c1v c2 c2v c3 c3v c4 c4v c5 c5v c6 c6v c7 c7v c8 c8v c9 c9v c10 c10v c11 c11v c12 c12v}} + {{#codakey}} +
+ {{/codakey}} + {{#coda}} +
{{coda}}
+ {{/coda}} +
+
+ +
+ + +
+
+
+ Name
+
+ +
+ Gender
+
+
+ Playbook +
+ +
+
+ +
+ Look
+
+
+ + Edit +
+ +
+ Mystery's Concept + +
+ +
+ Mystery's Hook + +
    +
  • +
  • +
  • +
  • +
  • +
  • +
+ +
+
+
+
Mystery's Concept
+ +
+
The Hook
+
+ +
    +
  • +
  • +
  • +
  • +
  • +
  • +
+
+
+
+ + +
+
Pick Your Playbook
+
+ Pick your playbook using the menu in the upper right corner or the buttons in the lists below. + Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column). +
+
Monster of the Week Revised Edition Playbooks
+
+ The Chosen: a once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer. +
+
+ The Crooked: a criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe. +
+
+ The Divine: an agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files. +
+
+ The Expert: the hunter who knows all about monsters and magic. The Expert knows a lot of hidden secrets and how to find out more, and also has a well-supplied base to work from. E.g. Bobby Singer from Supernatural; Rupert Giles from Buffy the Vampire Slayer. +
+
+ The Flake: a conspiracy theorist. The Flake is great at finding things out and seeing how the events of separate mysteries are connected. E.g. Agent Mulder or the Lone Gunmen from The X-Files. +
+
+ The Initiate: a member of an ancient monster-slaying Sect, trained to fight and use magic. The Initiate is good with magic, and their Sect provides help (and sometimes problems). E.g. The Wardens from The Dresden Files; Annelise from the Twenty Palaces series. +
+
+ The Monstrous: a monster fighting for the good guys. The Monstrous is very weird, and can have a variety of different powers based on what monster breed they are. E.g. Angel from Buffy the Vampire Slayer and Angel; Bill Compton from True Blood. +
+
+ The Mundane: just a normal regular person, especially good at dealing with regular people you meet and have to save, and at getting captured by monsters (which can be more useful than you might expect). E.g. Xander or Cordelia from Buffy the Vampire Slayer. +
+
+ The Professional: you work for an agency that hunts monsters. The Professional is good in a fight, and a good team player. E.g. Riley and the Initiative from Buffy the Vampire Slayer; Olivia Dunham from Fringe. +
+
+ The Spell-slinger: a trained wizard, wielding powerful magic in their crusade against evil. The Spell-slinger's arcane training gives them an advantage when dealing with eldritch secrets. E.g. Harry Dresden from The Dresden Files; Willow from Buffy the Vampire Slayer, in the later seasons. +
+
+ The Spooky: has psychic or magical powers. These powers are strange and sinister ... and not completely under the Spooky's control. E.g. Sam Winchester from Supernatural; Willow from earlier seasons of Buffy the Vampire Slayer. +
+
+ The Wronged: revenge-driven, and really tough. The Wronged is all about killing a specific breed of monster and protecting others as you do it. E.g. Dean and John Winchester from Supernatural +
+
Monster of the Week Tome of Mysteries Playbooks
+
+ The Gumshoe: The supernatural is just another case for this private eye to solve. A tough, ethical charmer, this shamus is in the fictional tradition that stretches from classic noir characters like Sam Spade and Philip Marlowe to the modern Jessica Jones and Lisbeth Salander. +
+
+ The Hex: A witch motivated by the pursuit of forbidden power, using magic more readily—and more recklessly—than other hunters. E.g. Willow during season six of Buffy the Vampire Slayer. +
+
+ The Pararomantic: A hunter with a loving—but difficult—relationship with a supernatural being. Understands monsters' intentions and can earn their trust, but puts their own heart, and even mortality, at risk. E.g. Elena Gilbert from The Vampire Diaries, Belle from Beauty and the Beast. +
+
+ The Searcher: After an encounter with weirdness, they dedicated their life to investigating the unexplained. Very strong investigator, especially at working out what sort of thing is going on. Not really a fighter, but has some defensive options. E.g. Roy Neary in Close Encounters of the Third Kind, or (historically) Charles Fort. +
+
Reinforcements and Third Party Playbooks
+
+ The Exile: A monster hunter from the past who has been transported to the present day. +
+
+ The Hard Case: The toughest, hardest to kill fighter. E.g. Ray Lilly from the Twenty Palaces series or Owen Pitt from the Monster Hunter International series. +
+
+ The Luchador: A heroic masked wrestler, fighting to protect the innocent between matches. +
+
+ The Meddling Kid: Jinkies! I think there's something more going on here, and old man Smithers seems to be involved! E.g. Scooby-doo and the Scooby gang. +
+
+ The Sidekick: They worship another hunter on the team, and is good at helping them out. And one day, they'll be just as good as their hero. E.g. Garth from Supernatural. +
+
+ The Snoop: A journalist looking for the real story behind weird events. Great at finding stuff out, terrible at fighting. E.g. The Ghostfacers from Supernatural. +
+
+ The Summoned: A creature summoned to end the world but who has decided they do not want to do that. Lots of weird powers, dangerous, and hard to kill. E.g. Hellboy. +
+
+ The Traveler: A time traveler hunting monsters in the modern day in order to save the future. E.g. The Doctor from Doctor Who. (Brazilian edition Playbook.) +
+
+ The Action Scientist: A hunter committed to diving into every unknown problem with the tools of science at their command. E.g. Atomic Robo, Buckaroo Banzai. +
+
Brew Your Own
+
+ Custom Playbook: A blank shell you can use to create your own. +
+
+ + +
+ Hunter Moves Reference +
+
+ Act Under Pressure + +
+
When you act under pressure, roll +Cool. + On a 10+ you do what you set out to. + On a 7-9 the Keeper is going to give you a worse outcome, hard choice, or price to pay.
+
+ Advanced Act Under Pressure (Enabled) +
+ Advanced: On a 12+ you may choose to either do what you wanted and something extra, or to do what you wanted to absolute perfection. +
+
+
+
+
+ Help Out + +
+
+ When you help another hunter, roll +Cool. + On a 10+ your help grants them +1 to their roll. + On a 7-9 your help grants them +1 to their roll, but you also expose yourself to trouble or danger. +
+
+ Advanced Help Out (Enabled) +
+ Advanced: On a 12+ your help lets them act as if they just rolled a 12, regardless of what they actually got. +
+
+
+
+
+ Investigate a Mystery + +
+
+ When you investigate a mystery, roll +Sharp. On a 10+ hold 2, and on a 7-9 hold 1. +
+ Current Hold: +
+ One hold can be spent to ask the Keeper one of the following questions: +
    +
  • What happened here?
  • +
  • What sort of creature is it?
  • +
  • What can it do?
  • +
  • What can hurt it?
  • +
  • Where did it go?
  • +
  • What was it going to do?
  • +
  • What is being concealed here?
  • +
+
+
+ Advanced Investigate a Mystery (Enabled) +
+ Advanced: On a 12+, you may ask the Keeper any question you want about the mystery, not just the listed ones. +
+
+
+ Investigating Phenomena +
+ Hunters dealing with phenomena may ask the following as part of the standard investigate a mystery list of questions: +
    +
  • How is this phenomenon doing this?
  • +
  • What could fix it, cure it, or slow it down?
  • +
  • How far does the effect reach?
  • +
  • What will be affected next?
  • +
+
+
+
+
+
+ Investigate a Mystery (Flexible Alternative) + +
+
+ (This is from Tome of Mysteries, page 29. See that book for a more full discussion.)
+ When you investigate a mystery with your particular techniques and skills, roll +Sharp: +
    +
  • On a 10 or higher, ask the Keeper two general questions or one specific question. Based on how you are investigating, they will tell you honestly and with good detail what you discover.
  • +
  • On a 7 to 9, ask the Keeper one general question. Based on how you are investigating, they will tell you honestly and with reasonable detail what you discover.
  • +
  • On a miss, ask the Keeper one general question. They may answer it as they wish. Regardless of the question and answer, something bad happens.
  • +
+ Moves That Grant Different Questions: Many hunters have moves that grant special questions to ask instead of the usual list. To ensure these moves are still valuable, they now grant one of those special questions in addition to the questions granted by your investigate a mystery move result. +
+ +
+ Advanced Investigate a Mystery (Enabled) +
+ Advanced: On a 12 or higher, as 10 or higher but you may ask one additional question—specific or general, your choice. +
+
+
+
+
+ Kick Some Ass + +
+
+ When you get into a fight and kick some ass, roll +Tough. + On a 7+, you and whatever you're fighting inflict harm on each other. + The amount of harm is based on the established dangers in the game. + That usually means you inflict the harm rating of your weapon and your enemy inflicts their attack's harm rating on you. + On a 10+, choose one extra effect: +
    +
  • + You gain the advantage: take +1 forward, or give +1 forward to another hunter. +
  • +
  • + You inflict terrible harm (+1 harm). +
  • +
  • + You suffer less harm (-1 harm). +
  • +
  • + You force them where you want them. +
  • +
+
+ Advanced Kick Some Ass (Enabled) +
+ Advanced: On a 12+ instead pick an enhanced effect: +
    +
  • + You completely hold the advantage. All hunters involved in the fight get +1 forward. +
  • +
  • + You suffer no harm at all. +
  • +
  • + Your attack inflicts double the normal harm. +
  • +
  • + Your attack drives the enemy away in a rout. +
  • +
+
+
+
+
+ Manipulate Someone + +
+
Once you have given them a reason, tell them what you want them to do and roll +Charm.
+
+ For a Normal Person... +
+
+
    +
  • + On a 10+, then they'll do it for the reason you gave them. If you asked too much, they'll tell you the minimum it would take for them to do it (or if there's no way they'd do it). +
  • +
  • + On a 7-9, they'll do it, but only if you do something for them right now to show that you mean it. If you asked too much, they'll tell you what, if anything, it would take for them to do it. +
  • +
+
+
+ Advanced Manipulate Someone (Enabled) +
+ Advanced: On a 12+ not only do they do what you want right now, they also become your ally for the rest of the mystery (or, if you do enough for them, permanently). +
+
+
+
+
+ For Another Hunter... +
+
+
    +
  • + On a 10+, if they do what you ask they mark experience and get +1 forward. +
  • +
  • + On a 7-9, they mark experience if they do what you ask. +
  • +
  • + On a miss, it's up to that hunter to decide how badly you offend or annoy them. They mark experience if they decide not to do what you asked. Monsters and minions cannot normally be manipulated. +
  • +
+
+
+ Advanced Manipulate Someone (Enabled) +
+ Advanced: On a 12+ they must act under pressure to resist your request. If they do what you ask, they mark one experience and take +1 ongoing while doing what you asked. +
+
+
+
+
+
+
+ Protect Someone + +
+
+ When you prevent harm to another character, roll +Tough. + On a 7+, you protect them okay, but you'll suffer some or all of the harm they were going to get. + On a 10+ choose an extra: +
    +
  • + You suffer little harm (-1 harm). +
  • +
  • + All impending danger is now focused on you. +
  • +
  • + You inflict harm on the enemy. +
  • +
  • + You hold the enemy back. +
  • +
+
+ Advanced Protect Someone (Enabled) +
+ Advanced: on a 12+ both you and the character you are protecting are unharmed and out of danger. If you were protecting a bystander, they also become your ally. +
+
+
+
+ Read a Bad Situation + +
+
When you look around and read a bad situation, roll +Sharp. On a 10+ hold 3, and on a 7-9, hold 1.
+ Current Hold: +
+ One hold can be spent to ask the Keeper one of the following questions: +
    +
  • + What's my best way in? +
  • +
  • + What's my best way out? +
  • +
  • + Are there any dangers we haven't noticed? +
  • +
  • + What's the biggest threat? +
  • +
  • + What's most vulnerable to me? +
  • +
  • + What's the best way to protect the victims? +
  • +
+ If you act on the answers, you get +1 ongoing while the information is relevant. +
+
+ Advanced Read a Bad Situation (Enabled) +
+ Advanced: On a 12+ you may ask the Keeper any question you want about the situation, not just the listed ones. +
+
+
+
+
+ Use Magic + +
+
+ When you use magic, say what you're trying to achieve and how you do the spell, then roll +Weird. + On a 10+, the magic works without issues: choose your effect. + On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has. +
+
+ Advanced Use Magic (Enabled) +
+ Advanced: On a 12+ the Keeper will offer you some added benefit. +
+
+
+ Effects +
+
    +
  • + Inflict harm (1-harm ignore-armour magic obvious). +
  • +
  • + Enchant a weapon. It gets +1 harm and +magic. +
  • +
  • + Do one thing that is beyond human limitations. +
  • +
  • + Bar a place or portal to a specific person or a type of creature. +
  • +
  • + Trap a specific person, minion, or monster. +
  • +
  • + Banish a spirit or curse from the person, object, or place it inhabits. +
  • +
  • + Summon a monster into the world. +
  • +
  • + Communicate with something that you do not share a language with. +
  • +
  • + Observe another place or time. +
  • +
  • + Heal 1-harm from an injury, or cure a disease, or neutralize a poison. +
  • +
+
+
+
+ Glitches +
+
    +
  • + The effect is weakened. +
  • +
  • + The effect is of short duration. +
  • +
  • + You take 1-harm ignore-armour. +
  • +
  • + The magic draws immediate, unwelcome attention. +
  • +
  • + It has a problematic side effect. +
  • +
+
+
+
+ The Keeper May Say That... +
+
    +
  • + The spell requires weird materials. +
  • +
  • + The spell will take 10 seconds, 30 seconds, or 1 minute to cast. +
  • +
  • + The spell requires ritual chanting and gestures. +
  • +
  • + The spell requires you to draw arcane symbols. +
  • +
  • + You need one or two people to help cast the spell. +
  • +
  • + You need to refer to a tome of magic for the details. +
  • +
+
+
+
+
+
+ Big Magic +
+ Use this when you want more than the Use Magic effects. Tell the Keeper what you want to do. + The Keeper may require: +
    +
  • + You need to spend a lot of time (days or weeks) researching the magic ritual. +
  • +
  • + You need to experiment with the spell – there will be lots of failures before you get it right. +
  • +
  • + You need some rare and weird ingredients and supplies. +
  • +
  • + The spell will take a long time (hours or days) to cast. +
  • +
  • + You need a lot of people (2, 3, 7, 13, or more) to help. +
  • +
  • + The spell needs to be cast at a particular place and/or time. +
  • +
  • + You need to use magic as part of the ritual, perhaps to summon a monster, communicate with something, or bar the portal you opened. +
  • +
  • + It will have a specific side-effect or danger. +
  • +
+ If you meet the requirements, then the magic takes effect. +
+
+
+ Alternative Weird Moves +
+
+ Empath + +
+
+
    +
  • + When you open up your brain to feel the emotions of something right there in front of you, roll +Weird: +
  • +
  • + On a 10 or more, you gain a clear impression of their current emotional state and intentions. Take +1 forward when acting on this knowledge. +
  • +
  • + On a 7-9, you gain a hazy impression of their current emotional state and intentions. +
  • +
  • + On a miss, your brain is overwhelmed with emotion. +
  • +
+ You can use empath on anything with emotions, but the less human they are, the less it's safe for you. If the emotions are especially strong or alien, you might need to act under pressure. +
+
+ Advanced Empath (Enabled) +
+ Advanced: When you advance your empath move, add this: +
    +
  • + On a 12 or more, you get an impression (as for 10 or more), and you may ask one follow-up question that the Keeper will answer honestly. +
  • +
+
+
+
+
+
+ Illuminated + +
+
+ When you telepathically ask the Secret Masters for aid, roll +Weird: +
    +
  • + On a 10 or more, the Secret Masters reveal a key fact, clue, or technique that will help you. +
  • +
  • + On a 7-9, the Secret Masters need you to complete a task for them. Once it is done, they reveal a key fact, clue, or technique that will help you. +
  • +
  • + On a miss, the Secret Masters' reply is terrible, garbled, or somehow dangerously wrong. +
  • +
+
+
+ Advanced Illuminated (Enabled) +
+ Advanced: When you advance your illuminated move, add this: +
    +
  • + On a 12 or more, the Secret Masters reveal a key fact, clue, or technique that will help you. You may ask one follow-up question that the Keeper will answer honestly. +
  • +
+
+
+
+
+
+ No Limits + +
+ + When you push your physical body past its limits, roll +Weird: +
    +
  • + On a 10 or more, your body obeys your will, to the limits of physical possibility (see below), for a moment. +
  • +
  • + On a 7-9, you do it but choose one consequence: suffer 1-harm, take –1 forward, or you need to rest right now. +
  • +
  • + On a miss, something goes horribly wrong. +
  • +
+
+
+ Advanced No Limits (Enabled) +
+ Advanced: If you advance your no limits move, add this: +
    +
  • + On a 12 or more, you can continue acting at your body's limits for 30 seconds +
  • +
+
+
+
+
+
+ Past Lives + +
+
+ When you channel your previous incarnations to discover something, pose your question and roll +Weird: +
    +
  • + On a 10 or more, a past life has something useful to offer. Ask the Keeper two of the questions below. +
  • +
  • + On a 7-9, a past life has a little experience with this. Ask the Keeper one of the questions below. +
  • +
  • + On a miss, a past life takes over for a while. +
  • +
+
+
+ Advanced Past Lives (Enabled) +
+ Advanced Past Lives. If you advance your past lives move, add this: +
  • On a 12 or more, a past life knows exactly what you were after. Ask the Keeper one of the questions below, and one free-form question. Gain +1 ongoing while acting on the answers.
+
+
+
+ Past Lives Questions +
+
    +
  • + What did a past life discover about [topic] ? +
  • +
  • + How did a past life deal with [topic]? +
  • +
  • + What important hidden secret can a past life show me the way to? +
  • +
  • + What did a past life learn too late to help them? +
  • +
  • + What does a past life advise me to do now? +
  • +
+
+
+
+
+
+ Sensitive + +
+
+ When you open up your brain to the psychic environment, roll +Weird: +
    +
  • + On a 10 or more, you gain a definite impression (a vision, tangible aura, overheard thought, etc) about something important. +
  • +
  • + On a 7-9, you gain a hazy impression about something important. +
  • +
  • + On a miss, your brain makes contact with something dangerous. +
  • +
+
+
+ Advanced Sensitive (Enabled) +
+ Advanced: When you advance your sensitive move, add this: +
  • On a 12 or more, you get an impression as for 10 or more, plus you may ask one follow-up question that the Keeper will answer honestly.
+
+
+
+
+
+ Trust Your Gut + +
+
+ When you consult your instincts about what to do next, roll +Weird: +
    +
  • + On a 10 or more, the Keeper will tell where you should go. Wherever that is, it will be important. You get +1 ongoing on the way to this place. +
  • +
  • + On a 7-9, the Keeper will tell you a general direction to go. Take +1 forward as you explore that. +
  • +
  • + On a miss, your instincts lead you into danger. +
  • +
+
+
+ Advanced Trust Your Gut (Enabled) +
+ Advanced: If you advance your trust your gut move, add this: +
    +
  • + On a 12 or more, in addition to the usual 10+ result, the Keeper will tell you about one important thing you should investigate further. +
  • +
+
+
+
+
+
+ Telekinesis + +
+
+ When you fling something with your mind, roll +Weird: +
    +
  • + On a 10 or more, you move it. Choose two options and mark 1-harm. +
  • +
  • + On a 7-9, you move it but it hurts. Choose one option and mark 2-harm. +
  • +
  • + On a miss, something goes horribly wrong. +
  • +
+ By default you can move something smaller than a person. You don't have much control, and you can't move it strongly enough to hurt anything. +
+
+ Telekinesis Options +
+ Anything not picked is not true: +
    +
  • + Something is held fast. +
  • +
  • + Something is hurt (2-harm smash). +
  • +
  • + Something catches fire. +
  • +
  • + You can fling something bigger than a person. +
  • +
  • + You keep it basically under your control. +
  • +
  • + You suffer 1 less harm. +
  • +
+
+
+
+ Advanced Telekinesis (Enabled) +
+ Advanced: When you advance your telekinesis move, add this: +
    +
  • + On a 12 or more, choose three options. You may also choose from these advanced options: +
      +
    • + Something explodes (3-harm close fire area messy) +
    • +
    • + Something implodes (3-harm close crush) +
    • +
    • + Lots of stuff is flying under your control. +
    • +
    • + You have perfect and precise control over exactly what happens. +
    • +
    +
  • +
+
+
+
+
+
+ Weird Science + +
+
+ When you create or adapt a device to analyse or deal with strangeness, say what it will do and roll +Weird: +
    +
  • + On a 10 or more, you pick two requirements. +
  • +
  • + On a 7-9, you pick one requirement and the Keeper picks a second one. +
  • +
  • + On a miss, something goes horribly wrong. You are still able to create your device, but the Keeper picks three requirements. +
  • +
+
+
+ Weird Science Requirements +
+
    +
  • + It needs a rare and/or weird material. +
  • +
  • + It won't be very reliable. +
  • +
  • + It requires huge amounts of power or fuel. +
  • +
  • + It will take a long time to get it working. +
  • +
  • + It won't work exactly as you intended. +
  • +
  • + You'll need help (beyond the hunters on your team) to finish it. +
  • +
+
+
+
+ Advanced Weird Science (Enabled) +
+ Advanced: When you advance your weird science move, add this:
  • On a 12 or more, you gain +1 ongoing when operating the device.
+
+
+
+
+
+
+
+ Other Topics +
+
+ Hunter Agenda +
+
    +
  • + Act like you're the hero in this story (because you are). +
  • +
  • + Make your own destiny. +
  • +
  • + Find the damn monsters and stop them. +
  • +
  • + Play your hunter like they're a real person. +
  • +
+
+
+
+ Harm +
+
+ Whenever you suffer harm, the Keeper will tell you what effect it has. + Injury severity depends on how much harm you have suffered: +
    +
  • + 0-harm wounds have only minor, short term effects. +
  • +
  • + 4-7 harm wounds are serious and unstable. They will get worse unless treated. Mark the "Unstable" box. +
  • +
  • + 8-harm or more will kill a normal human, including a hunter. +
  • +
+ Armour reduces the harm suffered by the number of points it is rated for. + Monsters may not be defeated until you use their weakness against them, and this applies to some minions as well. +
+
+ Recovery +
+
    +
  • + 0 harm wounds are considered healed right away. +
  • +
  • + 1-3 harm wounds improve when you receive first aid, and later when you rest. Heal 1 when you do. +
  • +
  • + Unstable wounds require first aid to become stable. While unstable, they may get worse. +
  • +
  • + 4+ harm wounds require a healing move, time in an infirmary or hospital, or magical healing. +
  • +
+ At the end of the mystery, you also have a chance to heal. +
    +
  • + If there is no chance to rest, heal 1 harm. +
  • +
  • + If there is plenty of time, heal all harm. +
  • +
+
+
+
+
+
+ Luck +
+ When you spend a point of Luck, pick one: +
    +
  • + Decrease a wound you have suffered to 0 harm. +
  • +
  • + After you roll, retroactively change the result to a 12. +
  • +
+ When you have no luck left, bad things will happen to you. +
+
+
+ Leveling Up +
+ Mark an experience point whenever your roll totals six or less, or when a move tells you to. + Whenever you mark the fifth experience box, level up. Erase all five marks and choose an improvement from your list. + After you have levelled up five times, you may choose from the advanced improvement list as well. +
+
+
+ End of Session +
+ At the end of each session, the Keeper will ask the following questions: +
    +
  • + Did we conclude the current mystery? +
  • +
  • + Did we save someone from certain death (or worse)? +
  • +
  • + Did we learn something new and important about the world? +
  • +
  • + Did we learn something new and important about one of the hunters? +
  • +
+ If you get one or two "Yes" answers, mark one experience. If you get three or four, mark two. +
+
+
+
+
+ +
+ + Keeper's Reference + +
+
+ + Keeper Agenda +
+
    +
  • + Make the world seem real +
  • +
  • + Play to see what happens +
  • +
  • + Make hunters' lives dangerous & scary +
  • +
+
+
+
+ + Principles +
+
    +
  • + Put horror in everyday situations +
  • +
  • + Address the hunters, not the players +
  • +
  • + Use the Keeper moves, without names +
  • +
  • + Be a fan of the hunters +
  • +
  • + Build a coherent mythology in play +
  • +
  • + Nothing is safe +
  • +
  • + Name everyone they meet, make them seem like normal folks +
  • +
  • + Ask questions and build on the answers +
  • +
  • + Sometimes give them exactly what they earned, rather than all they wanted +
  • +
  • + What's happening off-screen? +
  • +
  • + Don't always decide what happens +
  • +
  • + Everything is a threat +
  • +
+
+
+
+ + Always Say... +
+
    +
  • + What the principles demand +
  • +
  • + What the rules demand +
  • +
  • + What your preparation demands +
  • +
  • + What honesty demands +
  • +
+
+
+
+ + Basic Keeper Moves +
+
    +
  • + Separate them +
  • +
  • + Reveal future badness +
  • +
  • + Reveal off-screen badness +
  • +
  • + Inflict harm, as established +
  • +
  • + Make them investigate +
  • +
  • + Make them acquire stuff +
  • +
  • + Tell the possible consequences and ask if they want to go ahead +
  • +
  • + Turn their move back on them +
  • +
  • + Offer an opportunity, & maybe a cost +
  • +
  • + Take away some of the hunters' stuff +
  • +
  • + Put someone in trouble +
  • +
  • + Make a threat move, from one of your mystery or arc threats +
  • +
  • + After every move, ask what they do next +
  • +
+
+
+
+ + Harm Moves +
+ Every time anyone gets hurt, use one. + 0-harm or more: +
    +
  • + Momentarily inhibited +
  • +
  • + Drop something +
  • +
  • + Take -1 forward +
  • +
+ 1-harm or more: +
    +
  • + Fall down +
  • +
  • + Take -1 ongoing +
  • +
  • + Pass out +
  • +
  • + Intense pain +
  • +
+ Unstable wounds: +
    +
  • + +1 harm +
  • +
  • + 8-harm or more: +
  • +
  • + Dying or dead. +
  • +
+
+
+
+ + Monster Moves +
+
    +
  • + Hint at its presence +
  • +
  • + Display its full might +
  • +
  • + Appear suddenly +
  • +
  • + Attack with great force and fury +
  • +
  • + Seize someone or something +
  • +
  • + Attack with stealth and calculation +
  • +
  • + Order underlings to do terrible acts +
  • +
  • + Destroy something +
  • +
  • + Escape, no matter how well contained +
  • +
  • + Give chase +
  • +
  • + Return to home ground +
  • +
  • + Boast and gloat, maybe revealing a secret +
  • +
  • + Return from seeming destruction +
  • +
  • + Use an unnatural power +
  • +
+
+
+
+ + Minion Moves +
+
    +
  • + A burst of sudden, uncontrolled violence +
  • +
  • + Make a coordinated attack +
  • +
  • + Capture someone, or steal something +
  • +
  • + Reveal a secret +
  • +
  • + Deliver someone or something to the master +
  • +
  • + Give chase +
  • +
  • + Make a threat or demand for the master +
  • +
  • + Run away +
  • +
  • + Use an unnatural power +
  • +
  • + Display a hint of conscience or humanity +
  • +
  • + Disobey the master, in some petty way +
  • +
+
+
+
+ + Bystander Moves +
+
    +
  • + Go off alone +
  • +
  • + Argue with the hunters +
  • +
  • + Get in the way +
  • +
  • + Reveal something +
  • +
  • + Confess their fears +
  • +
  • + Freak out in terror +
  • +
  • + Try to help the hunters +
  • +
  • + Try to protect people +
  • +
  • + Display inability or incompetence +
  • +
  • + Seek help or comfort +
  • +
+
+
+
+ + Location Moves +
+
    +
  • + Present a hazard +
  • +
  • + Reveal something +
  • +
  • + Hide something +
  • +
  • + Close a way +
  • +
  • + Open a way +
  • +
  • + Reshape itself +
  • +
  • + Trap someone +
  • +
  • + Offer a guide +
  • +
  • + Present a guardian +
  • +
  • + Something doesn't work properly +
  • +
  • + Create a particular feeling +
  • +
+
+
+
+ Phenomenon Moves +
+
    +
  • + Hint at its effects. +
  • +
  • + Show its effects directly and undeniably. +
  • +
  • + Break the world’s laws. +
  • +
  • + Increase or decrease in size or intensity. +
  • +
  • + Create some new weirdness. +
  • +
  • + Harm or destroy someone or something. +
  • +
  • + React unexpectedly. +
  • +
  • + Escape from containment. +
  • +
  • + Hold something in place. +
  • +
  • + Grant an unnatural ability. +
  • +
  • + Hinder movement. +
  • +
  • + Subvert a bystander’s motivation. +
  • +
+
+
+
+ + Hunter Basic Moves +
+
    +
  • + Act Under Pressure (Cool) +
  • +
  • + Help Out (Cool) +
  • +
  • + Investigate A Mystery (Sharp) +
  • +
  • + Kick Some Ass (Tough) +
  • +
  • + Manipulate Someone (Charm) +
  • +
  • + Protect Someone (Tough) +
  • +
  • + Read A Bad Situation (Sharp) +
  • +
  • + Use Magic (Weird) +
  • +
+
+
+
+ + End of Session Experience +
+
    +
  • + 1-2 “yes”: 1 mark; 3-4 “yes”: 2 marks +
  • +
  • + Did they conclude the current mystery? +
  • +
  • + Did they save someone from certain death (or worse)? +
  • +
  • + Did we learn something new and important about the world? +
  • +
  • + Did we learn something new and important about one of the hunters? +
  • +
+
+
+
+ + Mystery Creation +
+
+ 1. Basic Concept +
+
    +
  • + A cool monster from urban legend or folklore. +
  • +
  • + A loose end from a previous mystery. +
  • +
  • + A problem from one of your arcs. +
  • +
  • + Take a plot from somewhere else and change some details. +
  • +
  • + A place you know that would make a good place for a monster to lurk. +
  • +
  • + Is there something the hunters want to check out? +
  • +
  • + Return of a monster, bystander, or location from a previous mystery. +
  • +
+
+
+
+ 2. Hook +
+
    +
  • + The clue that caught the hunters' attention. +
  • +
+
+
+
+ 3. Threats +
+
    +
  • + Create your monsters, minions, bystanders and locations. +
  • +
+
+
+
+ 4. Countdown +
+ What would happen if the hunters never came here? Break it into six key events: +
    +
  1. Day
  2. +
  3. Shadows
  4. +
  5. Sunset
  6. +
  7. Dusk
  8. +
  9. Nightfall
  10. +
  11. Midnight
  12. +
+
+
+
+
+
+ + Creating Threats +
+
Pick a type and then create the details listed underneath.
+
+ Monsters (motivation) +
+
    +
  • + Beast (to run wild, destroying and killing) +
  • +
  • + Breeder (to give birth to, bring forth, or create evil) +
  • +
  • + Collector (to steal specific sorts of things) +
  • +
  • + Destroyer (to bring about the end of the world) +
  • +
  • + Devourer (to consume people) +
  • +
  • + Executioner (to punish the guilty) +
  • +
  • + Parasite (to infest, control and devour) +
  • +
  • + Queen (to possess and control) +
  • +
  • + Sorcerer (to usurp unnatural power) +
  • +
  • + Tempter (to tempt people into evil deeds) +
  • +
  • + Torturer (to hurt and terrify) +
  • +
  • + Trickster (to create chaos) +
  • +
+ Name, how it looks, what does it want to achieve? +
    +
  • + Powers: What supernatural abilities does it have? +
  • +
  • + Weakness: What is the monster vulnerable to? +
  • +
  • + Attacks: Description, how much harm it does (usually 3 to 5), range, other tags. +
  • +
  • + Armour: Normally 1- or 2-armour. +
  • +
  • + Harm capacity: Normally 8-12 harm to kill it. +
  • +
  • + Any custom moves for the monster (e.g. for its powers)? +
  • +
+
+
+
+ Bystanders (motivation) +
+
    +
  • + Busybody (to interfere in other people’s plans) +
  • +
  • + Detective (to rule out explanations) +
  • +
  • + Gossip (to pass on rumours) +
  • +
  • + Helper (to join the hunt) +
  • +
  • + Innocent (to do the right thing) +
  • +
  • + Official (to be suspicious) +
  • +
  • + Skeptic (to deny supernatural explanations) +
  • +
  • + Victim (to put themselves in danger) +
  • +
  • + Witness (to reveal information) +
  • +
+ Name the bystander. +
    +
  • + What do they know about the situation? +
  • +
  • + What do they do? +
  • +
  • + What do they look like? +
  • +
  • + What do they want from the hunters? +
  • +
  • + Any custom moves for this bystander? +
  • +
+
+
+
+ Locations (motivation) +
+
    +
  • + Crossroads (to bring people, and things, together) +
  • +
  • + Deathtrap (to harm intruders) +
  • +
  • + Den (to harbour monsters) +
  • +
  • + Fortress (to deny entry) +
  • +
  • + Hellgate (to create evil) +
  • +
  • + Hub (to reveal information) +
  • +
  • + Lab (to create weirdness) +
  • +
  • + Maze (to confuse and separate) +
  • +
  • + Prison (to constrain and prevent exit) +
  • +
  • + Wilds (to contain hidden things) +
  • +
+ Name the location. +
    +
  • + What is it like? Optionally, draw a map. +
  • +
  • + Any custom moves for this location? +
  • +
+
+
+
+ Minions (motivation) +
+
    +
  • + Assassin (to kill the hunters) +
  • +
  • + Brute (to intimidate and attack) +
  • +
  • + Cultist (to save their own skin at any cost) +
  • +
  • + Guardian (to bar a way or protect something) +
  • +
  • + Right hand (to back up the monster) +
  • +
  • + Plague (to swarm and destroy) +
  • +
  • + Renfield (to push victims towards the monster) +
  • +
  • + Scout (to stalk, watch, and report) +
  • +
  • + Thief (to steal and deliver to the monster) +
  • +
  • + Traitor (to betray people) +
  • +
+ What is it called? What does it look like? How loyal to the master is it? +
    +
  • + Powers: What supernatural abilities does it have? +
  • +
  • + Weakness: Is this minion especially vulnerable to anything? +
  • +
  • + Attacks: Description, how much harm (usually 2-4), range, other tags +
  • +
  • + Armour: Normally 0- to 1-armour. +
  • +
  • + Harm capacity: Normally 5-10 harm to kill it. +
  • +
  • + Any custom moves for this minion (e.g. for its powers)? +
  • +
+
+
+
+ Phenomena (motivation) +
+
    +
  • + Alien (to be unfathomable) +
  • +
  • + Artifact (to grant someone more power than they can handle) +
  • +
  • + Biohazard (to infect, harm, and spread) +
  • +
  • + Bubble (to keep inside things inside, and outside things outside) +
  • +
  • + Conspiracy (to gather power, keep secrets, and create confusion) +
  • +
  • + Corruption (to change the laws of the universe) +
  • +
  • + Experiment (to unleash dangers) +
  • +
  • + Mutagen (to transform creatures and people) +
  • +
  • + Panic (to make people act irrationally) +
  • +
  • + Portal (to draw things from one world to another) +
  • +
  • + Teratogen (to turn creatures and people into monsters) +
  • +
  • + Zone (to harm all that venture within) +
  • +
+
+
+
+
+
+ + Custom Moves +
+
    +
  • + What's the basic concept for the move? +
  • +
  • + When is it triggered? +
  • +
  • + What effect does it have? +
  • +
+
+
+
+ +
+
+
+
+ + + + Select Type + + + Countdown + + + (Monster) + + + (Minion) + + + (Bystander) + + + (Location) + + + (Phenomenon) + +
+
+ +
+ +
+ +
+ +
+ +
+ +
+
+ + + +
+ + + Edit +
+
Threat Type
+ + +
+
Day
+ +
Shadows
+ +
Sunset
+ +
Dusk
+ +
Nightfall
+ +
Midnight
+ +
+
+
Name
+ +
Description
+ +
+
+
Type and Motivation
+ +
+
+
Type and Motivation
+ +
+
+
Type and Motivation
+ +
+
+
Type and Motivation
+ +
+
+
Type and Motivation
+ +
+
+
Powers (Up to 12)
+ An additional slot will appear each time you finish filling out an existing one. + + + + + + + + + + + + + + + + + + + + + + + +
+
+
Effects on those who get too close (Up to 12)
+ An additional slot will appear each time you finish filling out an existing one. + + + + + + + + + + + + + + + + + + + + + + + +
+
+
Attacks (Up to 6)
+ An additional slot will appear each time you finish filling out an existing one. + + + + + + + + + + + +
+
+
Armour
+ +
+
+
Weaknesses (Up to 6)
+ An additional slot will appear each time you finish filling out an existing one. + + + + + + + + + + + +
+
+
Harm Capacity
+ +
+
+
Custom Moves (Up to 6)
+ An additional slot will appear each time you finish filling out an existing one. + +
    +
  • +
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+ + +
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+ + +
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+ + +
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+ + +
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+ + +
    +
  • +
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  • +
  • +
  • +
  • +
+
+
+
Notes
+ +
+
+ + +
+ +
Description
+
+
+
+ + Powers + +
    +
  • +
  • +
  • +
  • +
  • +
  • +
  • +
  • +
  • +
  • +
  • +
  • +
+
+
+ + Effects on those who get too close + +
    +
  • +
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  • +
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  • +
  • +
  • +
  • +
  • +
  • +
+
+
+ + Attacks + +
    +
  • +
  • +
  • +
  • +
  • +
  • +
+
+ +
+ Harm Capacity + + / + +
+
+ +
Armour
+
+ +
+
+
+ + Weaknesses + +
    +
  • +
  • +
  • +
  • +
  • +
  • +
+
+
+ + Moves + +
    +
  • +
      +
    • +
    • +
    • +
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    • +
    +
  • +
      +
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      +
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    +
  • +
      +
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    • +
    • +
    +
+
+ +
+
+
+ + Day +
+
 
+
+
+
+ + Shadows +
+
 
+
+
+
+ + Sunset +
+
 
+
+
+
+ + Dusk +
+
 
+
+
+
+ + Nightfall +
+
 
+
+
+
+ + Midnight +
+
 
+
+
+
+ +
Notes
+
+ +
+
+ +
+
+
+
+ + Instructions +
+
    +
  • Click +Add to add a new entity.
  • +
  • Click Modify to delete or rearrange the order of those entities.
  • +
  • Set the type, which will then activate the data fields.
  • +
  • Once you're done editing, hide the edit controls for an attractively formatted experience!
  • +
+
+
+
+
+ +
+
+ +
+ Charm + + +
+
+ Cool + + +
+
+ Sharp + + +
+
+ Tough + + +
+
+ Weird + + +
+ + + +
+
Starting Stats
+ + +
+ + Choose your set of starting stats. (This will overwrite current stats values!) +
+ +
+
+ +
+
+ +
+
+ +
+
+ +
+
+ +
+
+ +
+
+ +
+
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+
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+
+ +
+
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+
+ +
+
+ +
+
+
+ + +
+ +
+
+ +
+
+
Luck
+

+ Okay + + + + + + + + + + + + Doomed +

+ + Instructions +
+

+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury. + When you mark Luck, you trigger your playbook's Luck Special. +

+
+
+
+
+
+
Harm
+

Okay + + + + | + + + + + + + + + + + Dying
+ + Unstable +

+ + Instructions +
+

+ When you reach 4 or more, mark unstable. Unstable injuries worsen as time passes. +

+
+
+
+
+
+
Experience
+

+ + + + + +

+ + Instructions +
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so. + Once you have filled all 5 boxes, uncheck them and choose an Improvement option. +
+
+
+
+ + + + + +
+
+
+ + + +
+
Playbook Name
+ +
+ +
+
Luck Special
+ + +
+ +
When you spend Luck, the Keeper will bring your fate into play.
+
When you spend Luck, someone from your past will re-appear in your life. Soon.
+
When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
You may come up with a Luck Special move for this playbook with help from the Keeper.
+
+ +
+
+
+ + + +
+
Your Fate
+ + All +
+ + Unused +
How you found out
+ +
+
How your fate will unfold
+ Heroic: (pick two) +
Sacrifice
+
You are the Champion
+
Visions
+
Secret training
+
Magical powers
+
You can save the world
+
Mystical inheritance
+
A normal life
+
True love
+
Hidden allies
+
The end of monsters
+
Divine help
+ Doom: (pick two) +
Death
+
You can't save everyone
+
Impossible love
+
Failure
+
A nemesis
+
No normal life
+
Loss of loved ones
+
Treachery
+
Doubt
+
Sympathy with the enemy
+
Damnation
+
Hosts of monsters
+
The end of days
+
The source of Evil
+
+
+ +
+
Background
+ + All +
+ + Unused +
Before you became a hunter, what less-than-legal job did you do? ()
+
+ Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence. + +
+
+ Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two: +
    +
  • You get in undetected
  • +
  • You get out undetected
  • +
  • You don't leave a mess
  • +
  • + You find what you were after + + +
  • +
+
+
+ Grifter: When you are about to manipulate someone, you can ask the Keeper "what will convince this person to do what I want?" The Keeper must answer honestly, but not necessarily completely. + +
+
+ Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one: +
    +
  • You owe them
  • +
  • They screwed you over
  • +
  • You screwed them over
  • +
+ On a miss, the only person who can help you is someone who absolutely hates you. + + +
+
+ Assassin: When you take your first shot at an unsuspecting target, do +2 harm. + +
+
+ Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, someone will notice. + +
    + You may also manipulate someone with fortune telling. When you do that, ask "What are they hoping for right now?" as a free question (even on a miss). + +
+
+ Pickpocket: When you steal something small. roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice. + + +
+
+
+
+
Heat
+ + All +
+ + Unused +
+ You didn't get here without making enemies. + Pick at least 2 of these and name the people involved: +
+
A police detective has made it a personal goal to put you away.
+
You have a rival from your background, who never misses a chance to screw you over.
+
You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.
+
You took advantage of someone with special powers (a person or monster).
+
You betrayed an old partner in the middle of a job.
+
Your enemies:
+ +
+
+
+
Underworld
+ + All +
+ + Unused +
Pick how you discovered the real underworld:
+
+ + The target of a job was a dangerous creature (pick one: vampire, werewolf, troll, reptiloid, etc). +
+
+ + You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc). +
+
+ + You were hired by something weird (pick one: immortal, god, outsider, witch, etc). +
+
+ + Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc). +
+
Your choice:
+ +
+
+ +
+
Mission
+ + All +
+ + Unused +
You have been put here for a purpose (pick one):
+
You are here to fight the schemes of an Adversary.
+
The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.
+
The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.
+
You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.
+
One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.
+ +
+
+ +
+
Monster Breed
+ + All +
+
You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?
+ +
+ + +
+
    +
  • + Vampire: Curse: feed (blood or life-force). Natural attacks: Base: life-drain or Base: teeth; add +1 harm to base attack. Moves: immortal or unquenchable vitality; mental domination. +
  • +
  • + Werewolf: Curse: vulnerability (silver). Natural attacks: Base: claws; Base: teeth. Moves: shapeshifter (wolf and/or wolfman); claws of the beast or unholy strength. +
  • +
  • + Ghost: Curse: vulnerability (rock salt). Natural attacks: Base: magical force; add hand range to magical force. Moves: incorporeal; immortal. +
  • +
  • + Faerie: Curse: pure drive (joy). Natural attacks: Base: magical force; add ignore-armour to magical force. Moves: flight; preternatural speed. +
  • +
  • + Demon: Curse: pure drive (cruelty). Natural attacks: Base: claws; +1 harm to claws. Moves: dark negotiator; unquenchable vitality. +
  • +
  • + Orc: Curse: dark master (the orc overlord). Natural attacks: Base: teeth; add ignore-armour to teeth. Moves: Unholy strength; dark negotiator. +
  • +
  • + Zombie: Curse: pure drive (hunger), feed (flesh or brains). Natural attacks: Base: teeth; +1 harm to teeth. Moves: immortal; unquenchable vitality. +
  • +
+
+
+
Curses (pick one):
+ + Unused +
+ Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself. + +
+
+ Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers. + +
+
+ Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist. + +
+
+ Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure. +
+ +
+
+ +
+
Agency
+ + All +
+ Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?
+ +
+ Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else? + +
+
Resources (pick two):
+ + Unused +
+ Well-armed +
+
+ Well-financed +
+
+ Rigorous training +
+
+ Official pull +
+
+ Cover identities +
+
+ Offices all over the place +
+
+ Good intel +
+
+ Recognised authority +
+
+ Weird tech gadgets +
+
+ Support teams +
+ Red Tape (pick two):
+
+ Dubious motives +
+
+ Bureaucratic +
+
+ Secretive hierarchy +
+
+ Cryptic missions +
+
+ Hostile superiors +
+
+ Inter-departmental rivalry +
+
+ Budget cuts +
+
+ Take no prisoners policy +
+
+ Live capture policy +
+
+
+ +
+
Combat Magic
+
Restrictions
+
+ + All +
+
You get this:
+
+ + Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest. + +
+ + Unused +
+ + Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour. +
+
+ + Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less. +
+
+ + Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic. +
+
+ + Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts. +
+
+
+
+
+
Attack Spells
+
+ + All +
+
+
+ You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough. + +
+
+ Sometimes you may need to act under pressure to cast your spells without problems. + +
+
(pick three, with at least one base)
+ +
+ + Unused +
Bases:
+
+ Blast (2 harm, magic, close, obvious, loud) +
+
+ Ball (1 harm, magic, area, close, obvious, loud) +
+
+ Missile (1 harm, magic, far, obvious, loud) +
+
+ Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud) +
+
Effects:
+
+ Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread) +
+
+ Force or Wind (add '+1 harm, forceful' to a base; or '+1 armour' to a wall) +
+
+ Lightning or Entropy (add '+1 harm, messy' to a base) +
+
+ Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases) +
+
+ Earth (add 'forceful, restraining' to a base) +
+
+ Necromantic (add 'life-drain' to a base) +
+
+
+
+ +
+
The Dark Side
+ + All +
+
Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling. (pick three):
+ + Unused +
+ + Violence + +
+
+ + Depression + +
+
+ + Secrets + +
+
+ + Lust + +
+
+ + Dark bargain + +
+
+ + Guilt + +
+
+ + Soulless + +
+
+ + Addiction + +
+
+ + Mood swings + +
+
+ + Rage + +
+
+ + Self-destruction + +
+
+ + Greed for power + +
+
+ + Poor impulse control + +
+
+ + Hallucinations + +
+
+ + Pain + +
+
+ + Paranoia + +
+ The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavilable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier. +
+
+ +
+
+
Who You Lost
+ + All +
+
Who did you lose? Pick one or more: + Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s) etc
+ +
Why couldn't you save them? You were: (pick one or more)
+ + Unused +
At fault
+
Selfish
+
Injured
+
Weak
+
Slow
+
Scared
+
In denial
+
Complicit
+
+
+
+
What Did It?
+ + +
+ With the Keeper's agreement, pick the monster breed.
+ My Prey: +
+
+
+ +
+
Gumshoe Code
+ +
+
With the agreement of the Keeper, pick a one-sentence Code that you adhere to.
+ + Examples +
(Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.)
 
+
This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.
+ + +
+
+ +
+
Temptation
+ + All +
+
You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it:
+ + Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don't mark experience like you would have if you'd willingly acted out your desires. + +

Choose one Temptation:
+ + Unused +
+ + + Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you. + +
+
+ + + Power: Utilize magic to exert your dominance over another. + +
+
+ + + Addiction: Utilize magic to do what you could do without it. + +
+
+ + + Callousness: Utilize magic without regard for the safety of others. + +
+
+ + + Carnage: Utilize magic to inflict gruesome violence. + +
+
+ + + Secrets: Utilize magic to discover forbidden, dangerous knowledge. + +
+
+ + + Glory: Utilize magic to steal someone's thunder. + +
+
+
+ +
+
+
Relationship Status
+ + +
+
Guide Name
+
+

+ Loving + + + + + + + + Broken +

+ +
+
Second Guide Name
+
+

+ Loving + + + + + + + + Broken +

+
+
+
+
+
+ Bond Abuse +
+ +
+ Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm: + +
    +
  • + On a 10+, your action has no effect beyond the exchange of some angry words. +
  • +
  • + On a 7-9, choose one of the Bond Abuse options below. +
  • +
  • + On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse. + +
  • +
+ Bond Abuse options: +
    +
  • + Mark one Relationship Status box. +
  • +
  • + You may not channel the power of your Bond for the rest of the mystery. +
  • +
  • + You gain the unwelcome attention of others of your Guide's kind. +
  • +
  • + Someone who shouldn't know finds a clue about your relationship with your Guide. + +
  • +
+
+
+
+
Fate of your Love
+ +
+ There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper. + + Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go. + Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience. +
+
+
+ +
+
+ Origin +
+ + All +
+
+ You were taken from your home in the past, and dropped into the modern world with only what you were carrying. +
+
+ +
+
+ Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement). +
+
+ +
+
How did you get transported to the modern day? (pick one):
+ + Unused +
+ + + You were pursuing your nemesis. + +
+
+ + + Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it. + +
+
+ + + Magical accident or side-effect. + +
+
+ + + You angered a sorcerer. + +
+
+ + + Divine intervention. + +
+
+ + + One moment you were there, the next you were here. + +
+
+ + + A strange place or artifact brought you. + +
+
+ + + You were frozen, and recently unearthed and revived. + +
+
+ + + + +
+
+
+ +
+
+ Hero +
+ + +
+
+ Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out. +
+
+ +
+
+ Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks. +
+
+ +
+
+ When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on. +
+
+
+ +
+
Crew
+ + +
+
Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.
+
+
Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.
+
+
+ +
+
+ Apocalypse +
+ + All +
+ + Instructions +
+
+ You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny. +
+
+ Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story. +
+
+ When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call. +
+
+
+ +
+
+ + Examples +
    +
  • + Betrayal +
  • +
  • + An army of monsters rises +
  • +
  • + Rain of fire +
  • +
  • + Eternal darkness +
  • +
  • + Things from beyond +
  • +
  • + Take your throne +
  • +
  • + Red sun +
  • +
  • + The Portal opens +
  • +
  • + Plague +
  • +
  • + Learn your true name +
  • +
  • + The Stars are Right +
  • +
  • + Breaking the Seal +
  • +
  • + Murder of the King +
  • +
  • + The Beast slouches into the world +
  • +
  • + Become the Dragon +
  • +
  • + The Coronation +
  • +
  • + Your Hosts assemble +
  • +
  • + The fall of the Tower +
  • +
  • + The seas boil +
  • +
  • + Natural disasters +
  • +
  • + Judgement Day +
  • +
  • + World war +
  • +
  • + Famine +
  • +
  • + Ancient Evil reborn +
  • +
+
+
+
+ +
+
Means of Transport
+ + All +
+
+ + Instructions +
+
+ You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc. +
+
+
+
+ When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious. + + +
+
+ Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip. + +
+ + Unused +
+ + + It's bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all. + +
+
+ + + Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground. + +
+
+ + + 88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc. + +
+
+ + + Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster... + +
+
+ +
+
+
+ +
+
Playbook Special
+ (Like the Expert's haven or the Spellslinger's combat magic) +
+ +
+ +
+
+ + Edit +
+
Name:
+ +
Description:
+ +
+
+
+ + + : + + +
+
+ +
+
+
+ + + + +
+
Haven
+ + All +
+ + + Unused +
+ You have set up a haven, a safe place to work. + (pick three): + (pick two): + You get this: + Pick one in addition to a Workshop: +
+
+ Film Lab: All the stuff you need to develop film, store negatives, and process digital images. + +
+
+ (Then pick one of these) +
+
+ Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate). + + +
+
+ Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic. + + +
+
+ Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily. + +
+
+ Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing. + + +
+
+ Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help. + +
+
+ Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help. + +
+
+ Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out. + +
+
+ Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything. + +
+
+ Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves). + +
+
+
+ + + + +
+
Sect
+ + All +
+ You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit? + +
+ + Unused +
Sect's Traditions
+ Good Traditions (pick two): +
+ Knowledgeable +
+
+ Ancient lore +
+
+ Magical lore +
+
+ Fighting arts +
+
+ Modernised +
+
+ Chapters everywhere +
+
+ Secular power +
+
+ Flexible tactics +
+
+ Open hierarchy +
+
+ Integrated in society +
+
+ Rich +
+
+ Nifty gadgets +
+
+ Magical items +
+ Bad Traditions (pick one): +
+ Dubious motives +
+
+ Tradition-bound +
+
+ Short-sighted +
+
+ Paranoid and secretive +
+
+ Closed hierarchy +
+
+ Factionalised +
+
+ Strict laws +
+
+ Mystical oaths +
+
+ Total obedience +
+
+ Tyrannical leaders +
+
+ Obsolete gear +
+
+ Poor
+
+
+
+ + + + +
+
Allies
+ + +
+
+
+ + Edit +
+
Name:
+ +
Motivation:
+ +
Description:
+ +
+
+
+ : + + () +
+
+ +
+
Animal Allies
+ Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are). +
+
+
+ + + +
+
History and Notes
+ + +
+ + +
+ + +
+ +
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ +
+
+ + + +
+ +
Moves
+ + + All + + +
+ + + + Unused +
+ + Other Playbook Moves + + + +
+ +
+ +
Custom Playbook
+
+ + +
+
+ + Edit +
+
Name:
+ +
Description:
+ +
+
+
+ + + : + + +
+
+
+ + + +
The Action Scientist
+ +
+ You get this: +
+ +
+ +
+ + + Science! You may use the Weird Science move in addition to whatever the default weird move is for the game. If Weird Science is the default move, you gain access to Advanced Weird Science. When you roll for Weird Science you may use Sharp instead of Weird. Regardless of the result you may remove your choice of one of the requirements after they've all been determined. Say how you've figured out a way around that requirement. + + + +
+
+ +
+ Then pick two of these: +
+ +
+ +
+ + + + Oblivious to Danger: As well as generally not looking out for danger, you are immune to all fear-based moves and powers. You never need to act under pressure to resist fear from any source. + + + +
+
+ + + + Cross-disciplinary Study: Take a move from one of the other hunters' playbooks. + + + +
+
+ + + + Engineering: When you need to quickly fix (or break) a complicated gadget, roll +Sharp. On a 10+, it’s fixed (or broken) just like you wanted. On a 7-9 you need more time to study it: choose to fix (or break) it now with unknown side-effects, or take more time. On a miss, you do the worst thing possible to the gadget, which usually involves an explosion. + + + + +
+
+ + + + The Doors of Perception: By using advanced psychological, pharmacological, or mental interface techniques, you may use magic with +Sharp instead of +Weird. You may choose one of these additional effects: + +
    +
  • + Communicate with someone or something that you cannot communicate with by normal means. +
  • +
  • + Analyse a clue (allowing you to investigate a mystery in a way that you would not normally be able to). +
  • +
  • + Give a hunter (including yourself) +1 to a rating for the remainder of the mystery (maximum +3). + + +
  • +
+
+
+
+ + + + Mind of Steel: Get +1 Cool (max +3). + + + +
+
+ + + + Re-factoring: You may take any two devices and rebuild them together, gaining all the abilities of each component device. The new device is the same size as the larger component. It will have all the tags of the components, except you may delete or change one tag. + + + +
+
+ + + + Two-Fisted Science: You may roll +Sharp to kick some ass instead of +Tough. + + + + +
+
+ + + +
The Chosen
+ +
You get these two:
+ +
+ +
+ Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you. + + + +
+
+ I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it comes to pass. If you die in play, then you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, (or you use up all your Luck), all bets are off. + + +
+
+ +
Then pick one of these:
+ +
+ +
+ The Big Entrance: When you make a showy entrance into a dangerous situation, roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On a 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present. + + + +
+
+ Devastating: When you inflict harm, you may inflict +1 harm. + + +
+
+ Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward. + + +
+
+ Invincible: You always count as having 2 armour. This doesn't stack with other protection. + + +
+
+ Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves. + + +
+
+ + + +
The Crooked
+ +
Pick two of these:
+ +
+ +
+ + Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1: +
+ + Unused +
+ + Protective amulet (1 amour, magic, recharge) + +
+
+ + Lucky charm (may be used as a Luck point just once) + +
+
+ + Grimoire (studying the book gives +1 forward to use magic) + + +
+
+ + Skeleton key (opens any magically sealed lock) + +
+
+ + Imp stone (a weak demon is bound to serve the holder; the imp must be summoned with Use Magic) + + +
+
+ +
+
+ + Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team. + + +
+
+ + Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things). + + +
+
+ + Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now. + +
+
+ + Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members. + + +
+
+ + Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles. + + +
+
+ + Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked. + +
+
+ + Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course. + + +
+
+ + + +
The Divine
+ +
Pick three of these:
+ +
+ + +
+ Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure. + + +
+
+ Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place. + + +
+
+ What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand. + +
+
+ Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy. + +
+
+ Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard. + +
+
+ Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm. + + +
+
+ Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad. + + +
+ +
+ + + +
The Exile
+ +
+ Pick two of these: +
+ +
+ +
+ + + Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions). + + +
+
+ + + Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move. + + +
+
+ + + Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs). + + +
+
+ + + Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you. + + +
+
+ + + Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse. + + +
+
+ + + Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting. + + +
+
+ + + Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward. + + + +
+
+ + + Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list: + + +
    +
  • + Did this creature (or this type of creature) exist in my home time? +
  • +
  • + What defenses are effective against this creature? +
  • +
  • + What do I know about this creature that has been forgotten? +
  • +
+
+
+
+ + + +
The Expert
+ +
Pick two of these:
+ +
+ +
+ + + +
+
+ + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + + +
Current Hold: +
+
+ + +
    +
  • +
  • +
  • +
  • + + +
  • +
+
+
+
+ + + +
The Flake
+ +
Pick three of these:
+ +
+ + +
+ + +
    +
  • Is this person connected to current events more than they are saying?
  • +
  • When and where will the next critical event occur?
  • +
  • What does the monster want from this person?
  • +
  • Is this connected to previous mysteries we have investigated?
  • +
  • + How does this mystery connect to the bigger picture? + +
  • +
+ Current Hold: +
+
+ + +
+
+ + + +
+
+ + +
+
+ + + +
+
+ + +
+
+ + + +
+
+ + +
+ +
+ + + +
The Gumshoe
+ +
+ You get these 2: +
+ +
+ +
+ + + Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list. + + +
+
+ + + The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper): +
+ + Possible Contacts +
+ Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation +
+
+ + You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis. + + +
+
+
+ +
+ Then pick one of these: +
+ +
+ +
+ + + The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll. + + +
+
+ + + The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off). + + +
+
+ + + Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one: +
    +
  • You don't leave any trace of what you searched.
  • +
  • You find what you wanted.
  • +
  • You find something else that's important.
  • +
  • You don't piss anyone off.
  • +
  • + You aren't recognised. + + +
  • +
+
+
+
+ + + Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon. + + +
+
+ + + Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them). + + +
+
+ + + Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You: +
    +
  • ...leave no traces.
  • +
  • ...learn something important.
  • +
  • ...can leave misinformation in place.
  • +
  • + ...gain access to somewhere you want to get in to. + + +
  • +
+
+
+
+ + + \"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list: +
    +
  • One question from the investigate a mystery list.
  • +
  • Was that a lie?
  • +
  • What is something you left out that you didn't want me to notice?
  • +
  • Are you complicit with any ongoing criminal activity?
  • +
  • + Did you commit this specific crime? + + +
  • +
+ Current Hold: +
+
+
+ + + +
The Hard Case
+ +
+ You get this: +
+ +
+ +
+ + + Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm. + + +
+
+ +
+ Then pick two of these: +
+ +
+ +
+ + + FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable. + + + +
+
+ + + Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons. + + +
+
+ + + Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag. + + +
+
+ + + Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing). + + + +
+
+ + + Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected. + + + +
+
+ + + Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot. + + + +
+
+ + + +
The Hex
+ +
+ You get this: +
+ +
+ +
+ + + Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy. + + +
+
+ +
+ Then pick two of these: +
+ +
+ +
+ + + Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious). + + + +
+
+ + + Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list: +
    +
  • + What can I gain from this person/place/thing/creature? +
  • +
  • + Who has touched this person/place/thing/creature before me? +
  • +
+ The Keeper will answer truthfully, with either a direct answer or how to find out more. + + +
Current Hold: +
+
+
+ + + Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you. + + + +
+
+ + + Luck of the Damned: After you use magic or cast a rote, take +1 forward. + + +
+
+ + + Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power. + + + +
+
+ + + This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar. + + + +
+
+ + + Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted. + + +
+
+ + + +
The Initiate
+ +
You get this one:
+ + + +
+ +
+ + + + +
+
+ +
Then pick three of these:
+ +
+ +
+ + +
+
+ + +
+
+ +
    +
  • Have a useful object ready.
  • +
  • Be somewhere you are needed, just in time.
  • +
  • Take +1 forward, or give +1 forward to another hunter.
  • +
  • + Preemptively warn someone about an attack, so that it doesn't happen. + + +
  • +
+ Current Hold: +
+
+ + +
+
+ + + + +
+
+ + + +
+
+ + +
+
+ + +
+
+ + + +
The Luchador
+ +
+ You get this: +
+ +
+ +
+ + + Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well. + + When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move. + + + +
+
+ +
+ Then pick two of these: +
+ +
+ +
+ + + Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out. + + + +
+
+ + + Intensive Training: Take +1 Tough (max +3). + + +
+
+ + + Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward. + + +
+
+ + + Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat). + + +
+
+ + + Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible. + + + +
+
+ + + Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one: +
    +
  • + Interrupt a move someone or something else is making, so they can't do it yet. +
  • +
  • + Take +1 forward. +
  • +
  • + Give another hunter +1 forward. +
  • +
  • + Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed. +
  • +
  • + You don't suffer harm in return. +
  • +
+ On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes. + + +
+
+
+ + + Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do: +
    +
  • + Act as an angry mob, unleashed at the target you name. +
  • +
  • + Be a vigilant watch force. +
  • +
  • + Go wherever you tell them to. +
  • +
  • + Help construct a trap. +
  • +
+ On a miss, you lose face with the bystanders. + + +
+
+
+ + + Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires. + + + +
+
+ + + Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges. + + + +
+
+ + + +
The Meddling Kid
+ +
Pick three of these:
+ +
+ +
+ + + Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of: +
    +
  • + This really is a monster, but the named bystander was secretly their ally all along. +
  • +
  • + You are correct, but while you talked, they found a way to attempt an escape. +
  • +
  • + The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected. +
  • +
+ On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions. + + +
+
+
+ + + Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward. + + + +
+
+ + + Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects: +
    +
  • + Inflict 1 harm. +
  • +
  • + Momentarily stun them with a blow to the head. +
  • +
  • + Trip or entangle them. +
  • +
  • + Inflict 2 harm but the improvised weapon breaks. + + +
  • +
+
+
+
+ + + It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects: + +
    +
  • + It will take some time for the victim to get free. +
  • +
  • + The trap inflicts harm (as an improvised weapon). +
  • +
  • + The trap may be reset and reused later. Roll the move again when you do so, with +1 forward. + + +
  • +
+
+
+
+ + + Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list: +
    +
  • + Who has something to gain from this situation? +
  • +
  • + What are you plotting? +
  • +
  • + Are you lying to me? +
  • +
  • + Who knows about _____? + + +
  • +
+
+
+
+ + + Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery. + + +
+
+ + + A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say. + + + +
+
+ + + +
The Monstrous
+ +
Pick two of these:
+ +
+ +
+ + +
+
+ + + +
+
+ + + +
+
+ + +
+
+ + +
+
+ + +
+
+ + + +
Current Hold: +
+
+ + + +
+
+ + +
+
+ + +
+
+ + + + +
+
+ + + +
+
+ + + +
The Mundane
+ +
Pick three of these:
+ +
+ +
+ + +
+
+ + +
+
+ + + +
+
+ + + +
+
+ + +
+
+ : +
    +
  • They ask you a hard question first.
  • +
  • They stall and dither a while.
  • +
  • They have a 'better' idea.
  • +
+ On a Miss, they think you're crazy, and maybe dangerous too. + + +
+
+ +
    +
  • Inflict 1 harm.
  • +
  • Reduce someone's harm suffered by 1.
  • +
  • + Take +2 forward on an act under pressure roll. + + +
  • +
+ Current Hold: +
+
+ + +
+
+ + + +
The Pararomantic
+ +
+ You get this: +
+ +
+ +
+ + + Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not: + + + Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat. + If your Guide is another hunter, determine together how your relationship works. + + + Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse. + + +
+
+ +
+ Then pick two of these: +
+ +
+ +
+ + + Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to: +
    +
  • + Erase one used Relationship Status mark. +
  • +
  • + Use a Pararomantic move you haven't picked. +
  • +
  • + Receive a gift from your Guide. +
  • +
  • + Take +1 forward. + + +
  • +
+ Current Hold: +
+
+
+ + + Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties. + + + +
+
+ + + The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you. + + +
+
+ + + Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead. + + + +
+
+ + + I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse. + + +
+
+ + + Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly: +
    +
  • + What do they most desire? +
  • +
  • + What would they accept as good enough for now? +
  • +
  • + What would distract them? + + +
  • +
+ Current Hold: +
+
+
+ + + Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions. + + + +
+
+ + + +
The Professional
+ +
You get this:
+ +
+ +
+ When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out. + + +
+
+ +
Then pick three of these:
+ +
+ +
+ + + +
+
+ + +
+
+ + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ +
    +
  • Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.
  • +
  • + Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old. + +
  • +
+ +
+
+ + + +
The Searcher
+ +
+ You get this: +
+ +
+ +
+ + + First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you). + +
+ + Unused + +
+ Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions. +
+
+ Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics. +
+
+ + Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move. + + +
+
+ Higher Power: Something looks out for you. You start with an extra Luck point. +
+
+ Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour). +
+
+ Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it. +
+
+ + Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation. + +
+
+ +
+
+
+ +
+ Then pick two of these: +
+ +
+ +
+ + + Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less. + + +
+
+ + + Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe. + + +
+
+ + + Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person. + + + +
+
+ + + Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool. + + + +
+
+ + + Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters). + + + +
+
+ + + Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it. + + +
+
+ + + The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now). + + +
+
+ + + +
The Sidekick
+ +
+ You get this: +
+ +
+ +
+ + + There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero. + + + +
+
+ +
+ Then pick two of these: +
+ +
+ +
+ + + Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it. + + +
+
+ + + As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it. + + +
+
+ + + Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead. + + +
+
+ + + Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll. + + +
+
+ + + +
    +
  • + +
  • +
  • + +
  • +
  • + + + +
  • +
+
+
+
+ + + I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll. + + +
+
+ + + Journeyman (or Journeywoman): Take a move that your hero has. Add it to your "Other Moves" section, below. + + +
+
+ + + +
The Snoop
+ +
+ Pick three of these: +
+ +
+ +
+ + + \"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime. + + +
+
+ + + Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too. + + +
Current Hold: +
+
+
+ + + We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop. + + +
+
+ + + I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp. + + + +
+
+ + + Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying. + + +
+
+ + + The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward. + + +
+
+ + + Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something. + + +
+
+ + + +
The Spell-Slinger
+ +
Pick three of these:
+ +
+ +
+ + +
+
+ + + + +
+
+ +
    +
  • + Fizzle: The preparations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled. +
  • +
  • + This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid. + +
  • +
+
+
+ + + +
+
+ + +
+
+ + + +
+
+ + + +
+
+ + + + +
+
+ + +
+
+ + + +
Current Hold: +
+
+ + + +
The Spooky
+ +
Pick three of these:
+ + +
+ Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic. + + +
+ +
+ +
+ + + +
+
+ + + +
    +
  • + The target contracts a disease. +
  • +
  • + The target immediately suffers harm (2 harm, magic, ignore-armour). +
  • +
  • + The target breaks something precious or important. + + +
  • +
+
+
+
+ + + + +
+
+ + + + +
+
+ + + + +
+
+ + + +
    +
  • + Where is the creature right now? +
  • +
  • + What is it planning to do right now? +
  • +
  • + Who is it going to attack next? +
  • +
  • + Who does it regard as the biggest threat? +
  • +
  • + How can I attract its attention? + + +
  • +
+ Current Hold: +
+
+
+ + + + +
+
+ + + +
    +
  • + Interfere with a hunter, giving them -1 forward. +
  • +
  • + Help a hunter, giving them +1 forward, by interfering with their enemy. +
  • +
  • + Interfere with what a monster, minion, or bystander is trying to do. +
  • +
  • + Inflict 1 harm on the target due to an accident. +
  • +
  • + The target finds something you left for them. +
  • +
  • + The target loses something that you will soon find. + + +
  • +
+ Current Hold: +
+
+
+ + + +
The Summoned
+ +
+ You get this: +
+ +
+ +
+ + + Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad). + + +
+
+ +
+ Then pick two of these: +
+ +
+ +
+ + + What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal: +
    +
  • + Tell me something about where I'm from. +
  • +
  • + Tell me something about my destiny. +
  • +
  • + Tell me something about who I really am. +
  • +
  • + Tell me something about the Apocalypse. + +
  • +
+
+
+
+ + + Should I Feel That?: Your body has 2 armour. This does not stack with any other armour. + + +
+
+ + + Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do. + Guidelines: +
    +
  • + Fire extinguisher, fence post, furniture, etc: 2 harm +
  • +
  • + Motorcycle, lamppost, masonry chunk, etc: 3 harm +
  • +
  • + Car, dumpster, boulder, etc: 4 harm +
  • +
  • + Bus, truck, wall, etc: 5 harm + +
  • +
+ + After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two: +
    +
  • + You hurt someone nearby as well as your target. +
  • +
  • + You make something about the situation worse. +
  • +
  • + You lose control of your improvised weapon. +
  • +
  • + You cause massive property damage. +
  • +
  • + Your improvised weapon breaks. + + +
  • +
+
+
+
+ + + Absolute Badass: Take +1 Tough (max +3). + + +
+
+ + + Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead. + + +
+
+ + + Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4). + + +
+
+ + + Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1). + + +
+
+ + + +
The Traveler
+ +
+ You get this: +
+ +
+ +
+ + + Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic. + + + +
+
+ +
+ Then pick three of these: +
+ +
+ +
+ + + Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that. + + +
+
+ + + Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world. + + + +
+
+ + + Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed. + + +
+
+ + + Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don't become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward. + + + +
+
+ + + Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do. + + + +
+
+ + + Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect. + + +
+
+ + + No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping. + + +
+
+ + + Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact). + + +
+
+ + + Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else. + + + +
+
+ + + +
The Wronged
+ +
You get this:
+ +
+ +
+ + I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss. + +
+
+ +
Then pick two of these:
+ +
+ +
+ + +
+
+ + +
+
+ + +
+
+ + + +
+
+ + +
+
+ +
    +
  • + Stabilize the injury but the patient take -1 forward.
    +
  • +
  • + Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.
    +
  • +
  • + Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly. + + +
  • +
+
+
+ + + +
+
+ +
+ + +
+ + +
+ +
+
+ Advanced Hex Moves +
+ + All +
+ + Unused +
+ When you take the corresponding Improvement, choose one of these: +
+
+ + + Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true: +
    +
  • + You can fly. +
  • +
  • + Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose). +
  • +
  • + Ignore the component costs of your rotes. +
  • +
  • + Ignore one requirement of every spell you cast with use magic. +
  • +
  • + You have +1 ongoing to do everything. +
  • +
  • + You cannot use the protect someone move. +
  • +
  • + You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself. +
  • +
  • + When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love. + + +
  • +
+
+
+
+ + + Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety. + + +
+
+
+
+ + +
+
Rotes
+
+ + Rotes +
+ + Instructions +
+ Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance. + Choose two fixed requirements for each Rote from this list: +
    +
  • + Magic words and ritual gestures. +
  • +
  • + An object of power (wand, talisman, orb, staff, etc) which must be wielded. +
  • +
  • + An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting. +
  • +
  • + Runes or symbols written or engraved on a surface (which must be prepared). +
  • +
  • + A spilling of blood (1 harm to you or a willing participant). +
  • +
+ After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper. +
+
List of Rotes
+ + Instructions +
+ You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play. + You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them. +
+ +
+ + Edit +
+ Rote Name + Requirements + Effects +
+
+ + + : + : + + : + + + + +
+
+
+
+
+ + + +
+
Advanced Basic Moves
+ + +
+ +
+ + +
+ +
+ + +
+ +
+ + +
+ +
+ + (Flexible Alternative) +
+ +
+ + +
+ +
+ + : +
    +
  • + + +
  • +
  • + + +
  • +
+
+
+ +
+ + +
+ +
+ + +
+ +
+ + +
+ +
+ + +
+ +
+ + +
+ +
+ + +
+ +
+ + +
+ +
+ + +
+ +
+ + +
+ +
+ + +
+ +
+ + +
+
+
+ + + +
+
Other Moves
+ + +
+
+
+ + Edit +
+
Name:
+ +
Description:
+ +
+
+
+ + + : + + +
+
+
+ +
+ + +
+
+ + +
+
Natural Attacks
+ + All +
+ + Unused +
(pick one base and one extra, or pick two bases):
+
+ Base: teeth (3 harm, intimate) +
+
+ Base: claws (2 harm, hand) +
+
+ Base: magical force (1 harm, magical, close) +
+
+ Base: life-drain (1 harm, intimate, life-drain) +
+
+ Extra: add +1 harm to a base +
+
+ Extra: add ignore-armour to a base +
+
+ Extra: Add an extra range to a base (intimate, hand, or close) + +
+
+
+ +
+
Gear
+ All +
+ + +
+ Unused +
+ +
+
+
+ + Edit +
+
Description:
+ +
+
+
+ + + + +
+
+
+ +
+ +
+ + You have toolkits containing everything you need for your normal science, engineering, and analysis tasks. You also get two science weapons. If you want, you can have Science Armour worth 1-armour. The "batteries" tag is like "reload": the weapon is liable to run out of power at bad moments. + + (pick two) +
+
+ + + Lightning Gun (3-harm close loud electricity batteries) + +
+
+ + + Portable Particle Accelerator (3-harm close messy area batteries) + +
+
+ + + Laser Cannon (2-harm far quiet batteries) + +
+
+ + + Net Launcher (0-harm close entangling) + +
+
+ + + Scalpel (1-harm hand) + +
+
+ + + Force Knife (2-harm hand batteries) + +
+
+ + + Tranquiliser Rifle (1-harm close sedating) + +
+
+ + + Stun-ray Pistol (0-harm close sedating) + +
+
+ + + Autonomous Drone (2-harm far autonomous) + +
+
+ + + Atomic Pistol (3-harm close radiation) + +
+
+ +
+ +
Protective gear worth 1 armour (optional)
+
+
Special Weapon
+ Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.
+ Form (pick one):
+ +
+ Business-end (pick three): +
Artifact (+magic)
+
Spikes (+1 harm, +messy)
+
Blade (+1 harm)
+
Heavy (+1 harm)
+
Long (+close)
+
Throwable (+close)
+
Chain (+area)
+
+ Material (pick one):
+ (+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)
+ +
+
+ +
+ +
Effective Weapons (pick three):
+
.22 revolver (1 harm, close, reload, small)
+
.38 revolver (2 harm, close, reload, loud)
+
9mm (2 harm, close, loud)
+
Shotgun (3 harm, close, messy)
+
Hunting rifle (2 harm, far, loud)
+
Big knife (1 harm, hand)
+
Baseball bat (1 harm, hand)
+
Submachinegun (2 harm, close, reload, area)
+
Assault rifle (3 harm, close/far, area)
+
+ + +
+ +
Divine Armour (1 armour, holy) with a look suited to your divine origin
+
Divine Weapon (pick one):
+
Flaming sword (3 harm, hand, fire, holy)
+
Thunder hammer (3 harm, hand, stun, holy)
+
Razor whip (3 harm, hand, area, messy, holy)
+
Five demon bag (3 harm, close, magic, holy)
+
Silver trident (3 harm, hand, silver, holy)
+
+ + +
+ +
Monster-slaying Weapons (pick three):
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+ +
Normal Weapon (pick one):
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
Hidden Weapons (pick two):
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+ +
+ Old-fashioned Armour (1 armour, heavy) +
+
Old-fashioned Weapons
+
(If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two):
+
+ Sword (2 harm, hand, messy) +
+
+ Axe (2 harm, hand, messy) +
+
+ Big sword (3 harm, hand, messy, heavy) +
+
+ Big axe (3 harm, hand, messy, slow, heavy) +
+
+ Silver knife (1 harm, hand, silver) +
+
+ Fighting sticks (1 harm, hand, quick) +
+
+ Spear (2 harm, hand/close) +
+
+ Mace (2 harm, hand, messy) +
+
+ Crossbow (2 harm, close, slow) +
+
Modern Weapons
+
(If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one):
+
+ .38 revolver (2 harm, hand, close, reload, loud) +
+
+ 9mm (2 harm, close, loud) +
+
+ Sniper rifle (3 harm, far) +
+
+ Magnum (3 harm, close, reload, loud) +
+
+ Shotgun (3 harm, close, messy) +
+
+ + +
+ +
(Optional) Handy Weapon (pick one):
+
+ .38 revolver (2 harm, close, reload, loud) +
+
+ 9mm (2 harm, close, loud) +
+
+ Magnum (3 harm, close, reload, loud) +
+
+ Shotgun (3 harm, close, messy) +
+
+ Big knife (1 harm, hand) +
+
+ Brass knuckles (1 harm, hand, quiet, small) +
+
+ Sword (2 harm, hand, messy) +
+
+ Huge sword (3 harm, hand, heavy) +
+
+ + +
+ +
Mundane Weapons (pick two):
+
+ Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy) +
+
+ Pocket knife or multitool (1 harm, hand, useful, small) +
+
+ Small handgun (2 harm, close, loud, reload) +
+
+ Hunting rifle (3 harm, far, loud, reload) +
+
+ Sledge-hammer or fire axe (3 harm, hand, messy) +
+
+ Nunchuks (2 harm, hand, area) +
+
Means of Transport (pick one):
+
+ Skateboard +
+
+ Bicycle +
+
+ Fairly new car in decent condition +
+
+ Classic car in terrible condition +
+
+ Motorcycle +
+
+ Van +
+
+ + +
+ +
Armour (pick one):
+
+ Flak vest (1 armour, hidden) +
+
+ Combat armour (2 armour, heavy) +
+
Serious Weapons (pick one):
+
+ Assault rifle (3 harm, far, area, loud, reload) +
+
+ Grenade launcher (4 harm, far, area, messy, loud, reload) +
+
+ Sniper rifle (4 harm, far) +
+
+ Grenades (4 harm, close, area, messy, loud) +
+
+ Submachine gun (3 harm, close, area, loud, reload) +
+ Normal Weapons (pick two): +
+ .38 revolver (2 harm, close, reload, loud) +
+
+ 9mm (2 harm, close, loud) +
+
+ Hunting rifle (2 harm, far, loud) +
+
+ Shotgun (3 harm, close, messy) +
+
+ Big knife (1 harm, hand) +
+
+ + +
+ +
Backup Weapon (pick one):
+
+ Old revolver (2 harm, close, reload, loud) +
+
+ Ritual knife (1 harm, hand) +
+
+ Heirloom sword (2 harm, hand, messy) +
+
+ + +
+ +
+ Any magical items or amulets that you use to invoke your powers
+ +
+
Normal Weapons (pick two):
+
+ + .38 revolver (2 harm, close, reload, loud) + +
+
+ + 9mm (2 harm, close, loud) + +
+
+ + Hunting rifle (2 harm, far, loud) + +
+
+ + Shotgun (3 harm, close, messy) + +
+
+ + Big knife (1 harm, hand) + +
+
+ + +
+ +
Protective wear suited to your look (1 armour)
+
Signature Weapon (pick one):
+
Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)
+
Hand cannon (3 harm, close, loud)
+
Fighting knife (2 harm, hand, quiet)
+
Huge sword or huge axe (3 harm, hand, messy, heavy)
+
Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for warewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper
+
Enchanted dagger (2 harm, hand, magic)
+
Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)
+
Practical Weapons (pick two):
+
.38 revolver (2 harm, close, reload, loud)
+
9mm (2 harm, close, loud)
+
Hunting rifle (2 harm, far, loud)
+
Shotgun (3 harm, close, messy, loud)
+
Big knife (1 harm, hand)
+
Brass knuckles (1 harm, hand, stealthy)
+
Assault rifle (3 harm, close, area, loud, reload)
+
(Optional) Vehicle (pick one):
+
Classic car
+
Classic motorcycle
+
Plain pickup
+
Plain van
+
+ + +
+ +
+ A laptop, and a liquor flask +
+
+ Recording Devices (pick two): +
+
+ + + Night vision camera + +
+
+ + + Tiny digital video camera + +
+
+ + + Film camera (8mm or 16mm) + +
+
+ + + Digital sound recorder + +
+
+ + + Cassette tape recorder + +
+
+ + + Remote-controlled camera drone + +
+
+ + + Laser microphone + +
+
+ + + SLR camera + +
+
+ P.I. Weapons (pick one): +
+
+ + + Brass knuckles (1 harm, hand, small) + +
+
+ + + .38 revolver (2 harm, close, reload, loud) + +
+
+ + + 9mm (2 harm, close, loud) + +
+
+ + + Magnum (3 harm, close, reload, loud) + +
+
+ + + Shotgun (3 harm, close, messy, loud) + +
+
+ + + Switchblade (1-harm, hand, small) + +
+
+ + +
+ +
+ Any magical items or amulets that you use to perform magic +
+
+ +
+
+ Wizardly Weapons (pick two): +
+
+ + + .38 revolver (2 harm, close, reload, loud) + +
+
+ + + Shotgun (3 harm, close, messy, loud) + +
+
+ + + Athame (2 harm, hand, magic, silver) + +
+
+ + + Shillelagh (1 harm, hand, balanced) + +
+
+ + + Crossbow (2 harm, close, slow) + +
+
+ + + Staff (1 harm, hand, balanced, large) + +
+
+ + +
+ +
+ Normal Equipment (pick two): +
+
+ + + Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy) + +
+
+ + + Pocket knife or multitool (1 harm, hand, useful, small) + +
+
+ + + Small handgun (2 harm, close, loud, reload) + +
+
+ + + Bicycle + +
+
+ + + Fairly new car in decent condition + +
+
+ + + Motorcycle + +
+
+ Gift from your Guide, which must be periodically recharged by interactions with them (pick one): +
+
+ + + Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster. + +
+
+ + + Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster. + +
+
+ + + A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls. + + +
+
+ + + A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon. + +
+
+ +
+
+ + +
+ +
+ A laptop, a camera, and binoculars, plus: +
+
+ + + A car + +
+
+ + + A motorcycle + +
+
+ Investigation Tools (pick two): +
+
+ + + A bag of cameras and microphones + +
+
+ + + Forensic tools + +
+
+ + + Ghost hunting tools + +
+
+ + + Scientific measuring tools + +
+
+ + + Cryptid hunting gear + +
+
+ + + Historical documents and witness reports of strange events + +
+
+ + + Maps, blueprints, and building reports for significant places + +
+
+ Self-defence Weapons (pick one): +
+
+ + + Walking stick (1 harm, hand, innocuous) + +
+
+ + + Small handgun (2 harm, close, reload, loud) + +
+
+ + + Small knife (1 harm, hand, messy) + +
+
+ + + Martial arts training (1 harm, hand, innocuous) + +
+
+ + + Incapacitating spray (0 harm, hand, irritating) + +
+
+ + + Heavy flashlight (1 harm, hand, innocuous) + +
+
+ + +
+ +
+ Ancient Armour (0 armour or, 1 armour) appropriate to your origin. + +
+
+ Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin +
+
+ +
+
+ Ancient Weapons (pick three): +
+
+ + + Sword (2 harm, hand, messy) + +
+
+ + + Axe (2 harm, hand, messy) + +
+
+ + + Big sword (3 harm, hand, messy, heavy) + +
+
+ + + Big axe (3 harm, hand, messy, heavy) + +
+
+ + + Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon) + +
+
+ + + Silver knife (1 harm, hand, silver) + +
+
+ + + Bow (2 harm, close)/(1 harm, far) + +
+
+ + + Crossbow (2 harm, close, slow) + +
+
+ + + Handgonne (1 harm, hand/close, loud, volatile, smokey, reload) + +
+
+ + + Arquebus (2 harm, close, loud volatile, smokey, heavy, reload) + +
+
+ + + Spear (2 harm, hand/close) + +
+
+ + + Big knife (1 harm, hand) + +
+
+ + + Cudgel (1 harm, hand) + +
+
+ + + Martial arts (1 harm, hand) + +
+
+ + +
+ +
+ Hard Case Weapons (pick one): +
+
+ + + Crowbar (2 harm, hand, messy) + +
+
+ + + Chainsaw (3 harm, hand, messy, unreliable, loud, heavy) + +
+
+ + + Automatic shotgun (3 harm, close, loud, reload, auto) + +
+
+ + + Huge knife (2 harm, hand, messy) + +
+
+ + + Hand cannon (3 harm, close, loud) + +
+
+ + + Submachinegun (2 harm, close, reload, auto) + +
+
+ + + Battered assault rifle (3 harm, close/far, auto) + +
+
+ Normal Weapons (pick two): +
+
+ + + .38 revolver (2 harm, close, reload, loud) + +
+
+ + + Shotgun (3 harm, close, messy, loud) + +
+
+ + + Hunting rifle (2 harm, far, loud) + +
+
+ + + 9mm (2 harm, close, loud) + +
+
+ + + Big knife (1 harm, hand) + +
+
+ + + Magnum (3 harm, close, reload, loud) + +
+
+ + +
+ +
+ Normal Weapons (pick two): +
+
+ + + .38 revolver (2 harm, close, reload, loud) + +
+
+ + + 9mm (2 harm, close, loud) + +
+
+ + + Shotgun (3 harm, close, messy, loud) + +
+
+ + + Heavy chain (2 harm, hand, area) + +
+
+ + + Sledgehammer (3 harm, hand, messy) + +
+
+ + + Big knife (1 harm, hand) + +
+
+ + + Brass knuckles (1 harm, hand, stealthy) + +
+
+ Stylish Vehicle (pick one): +
+
+ + + Foreign sports car + +
+
+ + + Giant off-road vehicle + +
+
+ + + Limo and chauffeur + +
+
+ + + Tricked out motorcycle + +
+
+ + + Van with custom paint job + +
+
+ + +
+ +
+ Mystery-solving Gadgets (pick three): +
+
+ + + Magnifying glass + +
+
+ + + Microscope + +
+
+ + + A van + +
+
+ + + Library card + +
+
+ + + Chemistry kit + +
+
+ + + A set of walkie-talkies + +
+
+ + + Fingerprint kit + +
+
+ + + Camera + +
+
+ + +
+ +
+ Hero's Weapon (from your hero's gear options): +
+
+ +
+
+ Sidekick Weapons (pick two): +
+
+ + + .38 revolver (2 harm, close, reload, loud) + +
+
+ + + Shotgun (3 harm, close, messy, loud) + +
+
+ + + Baseball bat (2 harm, hand) + +
+
+ + + 9mm (2 harm, close, loud) + +
+
+ + + Big knife (1 harm, hand) + +
+
+ + +
+ +
+ A laptop +
+
+ Recording Devices (pick three): +
+
+ + + Digital video camera + +
+
+ + + Tiny digital video camera + +
+
+ + + Film camera (8mm or 16mm) + +
+
+ + + Digital sound recorder + +
+
+ + + Cassette tape recorder + +
+
+ + + Infrared video camera + +
+
+ + + Pro sound gear with boom mike + +
+
+ + + Remote controlled camera drone + +
+
+ + + Starlight camera + +
+
+ + + Steadicam rig + +
+
+ + + Laser microphone + +
+
+ + + SLR camera + +
+
+ Detectors (pick two): +
+
+ + + Electromagnetic field detector + +
+
+ + + Temperature fluctuation detector + +
+
+ + + Ouija board + +
+
+ + + Humidity meter + +
+
+ + + Dowsing rods + +
+
+ + + Chemistry test kit + +
+
+ + + Metal detector + +
+
+ + + Compass + +
+
+ + + GPS receiver + +
+
+ + + Laser rangefinder + +
+
+ + + Pendulum + +
+
+ Subtle Weapons (pick one): +
+
+ + + .32 revolver (2 harm, close, reload, small) + +
+
+ + + 9mm (2 harm, close, loud) + +
+
+ + + Knife (1 harm, hand, hidden) + +
+
+ + + Multitool/pocket knife (1 harm, hand, hidden, useful) + +
+
+ + +
+ +
+ Huge Weapon (pick one): +
+
+ + + Super hand cannon (4 harm, close, heavy, loud, reload) + +
+
+ + + Machinegun (3 harm, close, auto, heavy, messy, loud, reload) + +
+
+ + + Rocket launcher (4 harm, far, area, heavy, messy, loud, reload) + +
+
+ + + Gigantic Hellsword (4 harm, hand, heavy, messy, magic) + +
+
+ + + Automatic shotgun (3 harm, close, auto, heavy, loud, reload) + +
+
+ + + Red right hand (3 harm, hand, magic) + +
+
+ Heavy Weapons (pick two): +
+
+ + + Sledgehammer (3 harm, hand, heavy, messy) + +
+
+ + + Big sword (3 harm, hand, heavy, messy) + +
+
+ + + Big axe (3 harm, hand, heavy, messy) + +
+
+ + + Magnum (3 harm, close, loud, reload) + +
+
+ + + Shotgun (3 harm, close, messy, loud, reload) + +
+
+ + +
+ +
+ Technological Devices (pick two): +
+
+ + + Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared + +
+
+ + + Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc) + +
+
+ + + Travel Guide: A small electronic book containing all human historical knowledge up to the present era + +
+
+ + + Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input + +
+
+ + + Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation + +
+
+ + + Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched + +
+
+ + + Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages) + +
+
+ Protective Weapons (pick one): +
+
+ + + Machete (1 harm, contact) + +
+
+ + + Common revolver (2 harm, close, loud, reload) + +
+
+ + + Shotgun (3 harm, close, messy, loud, reload) + +
+
+ + + Light futuristic weapon (1 harm, add 1 range tag and 3 other tags) + + +
+
+ + + Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag) + + +
+
+
+
+ +
+
Other Gear
+ +
+ +
+
+ +
+
Improvements
+ All +
+ + + + +
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+ Unused + + +
+ + + +1 Charm + (max +2) + (max +3) + +
+ + +
+ + + +1 Cool + (max +2) + (max +3) + +
+ + +
+ + + +1 Sharp + (max +2) + (max +3) + +
+ + +
+ + + +1 Tough + (max +2) + (max +3) + +
+ + +
+ + + +1 Weird + (max +2) + (max +3) + +
+ +
+ + + Take another + Action Scientist + Chosen + Crooked + Divine + Expert + Flake + Initiate + Monstrous + Mundane + Professional + Spell-Slinger + Spooky + Wronged + Gumshoe + Hex + Pararomantic + Searcher + Exile + Hard Case + Luchador + Meddling Kid + Sidekick + Snoop + Summoned + Traveler + Custom + move, or an additional Rote + +
+
+ + + Take another + Action Scientist + Chosen + Crooked + Divine + Expert + Flake + Initiate + Monstrous + Mundane + Professional + Spell-Slinger + Spooky + Wronged + Gumshoe + Hex + Pararomantic + Searcher + Exile + Hard Case + Luchador + Meddling Kid + Sidekick + Snoop + Summoned + Traveler + Custom + move, or an additional Rote + +
+ +
+ + + Take a move from another playbook + +
+
+ + + Take a move from another playbook + +
+ + + +
+ + + Gain a team of action scientists under your command. + Gain an ally: one of your old crew + Gain an ally: a lesser divine being, sent to help you with your mission + Gain an ally: you find one of your old comrades, who has come to join you in the modern day + Gain command of a team of monster-hunters + Gain an ally: another wrestler who has chosen to fight monsters with you + Gain an ally: someone to join the gang, it may be an animal (most likely a dog or a cat) + Gain an ally: another sidekick for your hero, your junior + Gain an ally: possibly one of your existing crew members, or the whole crew as an ally team + Gain an ally team of monster-hunters (or monstrous hunters) under your command + Gain an ally + +
+ +
+ + + Gain a Haven, like the Expert, with two options + Gain a Haven (your office, perhaps), like the Expert, with two options + Gain a Haven, like the Expert, with one option plus a film lab + Gain a haven, like the Expert has, with a Workshop and one other option. + +
+ +
+ Add a Haven option +
+
+ Add a Haven option +
+ +
+ + + Recover a stash of money from the old days, enough to live without care for a year or two + +
+ +
+ + + Add four additional or new contacts for Naked City + +
+ +
+ Get command of your chapter of the Sect +
+
+ Get a Sect team under your command +
+ +
+ Take a natural attacks pick +
+ +
+ Add a new Resource tag or change a Red Tape tag for your Agency +
+
+ Get command of an Agency team of monster hunters +
+ +
+ Take another Combat Magic pick +
+ +
+ + + Change some, or all, of your Dark Side tags + +
+
+ + + Gain a Mystical Library, like the Haven option of the Expert + +
+ +
+ + + Take another Rote + +
+ +
+ + + Take another Rote + +
+ +
+ + + Take another Rote + +
+ +
+ + + Take a second First Encounter move, based on a recent mystery + +
+ +
+ + + Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future + +
+ +
+ + + Erase one used Luck point + +
+ +
+ + + Erase one used Luck point + +
+ +
+ + + Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect + +
+ +
+ + + Add an extra harm box on the Dying side + +
+ +
+ + + Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play) + +
+ +
+ + + + +
+
+ + + + +
+ + + +
Advanced Improvements
+
Once you have taken 5 Improvements you may choose from these options as well as the list above:
+ Unused + +
+ + + +1 to any rating (max +3) + +
+
+ + + Change playbooks + +
+
+ + + Create a second hunter to play + +
+ +
+ + + Advance 2 basic moves + +
+ +
+ + + Advance 2 more basic moves + +
+ +
+
+ + Unused +
+ + +
+
+ + +
+
+ + +
+
+ + () +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+
+ +
+ + + Retire this hunter to safety. Optionally, you may return home to the past + +
+ + + +
+ + + Erase one used Luck point + +
+ +
+ + + Erase one used Luck point + +
+ +
+ + + Delete a Doom tag, and (optionally) also delete a Heroic tag + +
+ +
Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission
+ +
+ Become the leader, or effective leader, of the whole Sect +
+ +
+ Free yourself from your kind's curse, it no longer affects you; but you lose 1 Weird
+
+
+ Turn evil (again?). Retire this character, they become one of the Keeper's threats +
+ +
+ Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salary and benefits +
+ +
+ Take another Combat Magic pick +
+
+ You may cross off another option from your Tools and Techniques +
+ +
+ + + You discover how to use your powers at a lower price, delete one Dark Side tag + +
+ +
+ + You track down the specific monster(s) responsible for your loss; the Keeper must make the next mystery about them + +
+
+ + Change the target of your vengeful rage; replace the monster breed in My Prey with a new one + +
+ +
+ + + Turn one of your contacts into an ally + +
+ +
+ + + Take another two Rotes + +
+
+ + + Choose one Advanced Hex Move + +
+ +
+ + + Take a second Gift from your Guide or add another property to an existing gift + +
+
+ + + Change your Guide, as you fall for another supernatural being + +
+
+ + + Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one + +
+
+ + + Erase all marks from the Relationship Status track(s) + +
+ +
+ + + Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...) + +
+ +
+ + + Add an extra harm box on the Dying side + +
+ +
+ + + When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end + +
+ +
+ + + Change your hero; pick another hunter to be your new hero + +
+ +
+ + + Turn evil (again?). Retire this character, they become one of the Keeper's threats + +
+ +
+ + + Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it + +
+ +
+ + + + +
+
+ + + + +
+
+
+ +
+
+
+ +
+ + +
+
+ + sheet version 2.0. + Monster of the Week is copyright Evil Hat Productions, LLC and Generic Games. + +
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"css": "MotWCSS.css", + "authors": "Katie Bennie (LethalKitten), Anistuffs, Fred Hicks (Evil Hat Productions)", + "roll20userid": "1609908 (LethalKitten), 1665985 (Anistuffs), 3844812 (Evil Hat Productions)", + "preview": "MotWPreview.jpg", + "instructions": "Choose a Playbook from the dropdown menu to get started. If you run into any issues, have suggestions, or anything else, please reach out to Evil Hat at feedback@evilhat.com." +} diff --git a/Monster of the Week Official/translation.json b/Monster of the Week Official/translation.json new file mode 100644 index 0000000000..41cf24e8c5 --- /dev/null +++ b/Monster of the Week Official/translation.json @@ -0,0 +1,1560 @@ +{ + "sheet-version": "sheet version", + "send_details_to_chat": "Send details to chat!", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Choose a Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 Improvements you may choose from these options as well as the list above", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spell-Slinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom Playbook", + "tome-of-mysteries": "Tome of Mysteries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck, the Keeper will bring your fate into play.", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret training", + "fate-heroic5": "Magical powers", + "fate-heroic6": "Mystical inheritance", + "fate-heroic7": "A normal life", + "fate-heroic8": "True love", + "fate-heroic9": "You can save the world", + "fate-heroic10": "Hidden allies", + "fate-heroic11": "The end of monsters", + "fate-heroic12": "Divine help", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You can't save everyone", + "fate-doom3": "Impossible love", + "fate-doom4": "Failure", + "fate-doom5": "A nemesis", + "fate-doom6": "No normal life", + "fate-doom7": "Loss of loved ones", + "fate-doom8": "Treachery", + "fate-doom9": "Doubt", + "fate-doom10": "Sympathy with the enemy", + "fate-doom11": "Damnation", + "fate-doom12": "Hosts of monsters", + "fate-doom13": "The End of Days", + "fate-doom14": "The source of Evil", + "chosen-fixed1": "Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you.", + "chosen-fixed2": "I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play, you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you use up all your Luck, all bets are off.", + "chosen-move1": "The Big Entrance: When you make a showy entrance into a dangerous situation, Roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present.", + "chosen-move2": "Devastating: When you inflict harm, you may inflict +1 harm.", + "chosen-move3": "Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward.", + "chosen-move4": "Invincible: You always count as having 2 armour. This doesn't stack with other protection.", + "chosen-move5": "Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves.", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "Special Weapon", + "chosen-special-descrip":"Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand/close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Artifact (+magic)", + "chosen-gear8": "Spikes (+1 harm, +messy)", + "chosen-gear9": "Blade (+1 harm)", + "chosen-gear10": "Heavy (+1 harm)", + "chosen-gear11": "Long (+close)", + "chosen-gear12": "Throwable (+close)", + "chosen-gear13": "Chain (+area)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a Doom tag, and (optionally) also delete a Heroic tag", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck, someone from your past will re-appear in your life. Soon.", + "background": "Background", + "background-description": "Before you became a hunter, what less-than-legal job did you do?", + "background1": "Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence.", + "background2": "Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter: When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely.", + "background4": "Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you over", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you.", + "background5": "Assassin: When you take your first shot at an unsuspecting target, do +2 harm.", + "background6": "Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+, your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, maybe someone will notice.", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket: When you steal something small, roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice.", + "crooked-move1": "Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1:", + "crooked-move2": "Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team.", + "crooked-move3": "Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things).", + "crooked-move4": "Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now.", + "crooked-move5": "Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members.", + "crooked-move6": "Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles.", + "crooked-move7": "Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked.", + "crooked-move8": "Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course.", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload, small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload, loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload, area)", + "crooked-gear9": "Assault rifle (3 harm, close/far, area)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies.", + "pick-heat": "Pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a personal goal to put you away.", + "heat2": "You have a rival from your background, who never misses a chance to screw you over.", + "heat3": "You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.", + "heat4": "You took advantage of someone with special powers (a person or monster).", + "heat5": "You betrayed an old partner in the middle of a job.", + "underworld": "Underworld", + "underworld-description": "Pick how you discovered the real underworld", + "underworld1": "The target of a job was a dangerous creature (pick one: vampire, werewolf, troll, reptiloid, etc).", + "underworld2": "You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc).", + "underworld3": "You were hired by something weird (pick one: immortal, god, outsider, witch, etc).", + "underworld4": "Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc).", + "crooked-ally": "one of your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.", + "your-mission": "Mission", + "mission-description": "You have been put here for a purpose", + "mission1": "You are here to fight the schemes of an Adversary.", + "mission2": "The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.", + "mission3": "The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.", + "mission4": "You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.", + "mission5": "One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.", + "divine-move1": "Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure.", + "divine-move2": "Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place.", + "divine-move3": "What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.", + "divine-move4": "Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy.", + "divine-move5": "Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negative emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.", + "divine-move6": "Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm.", + "divine-move7": "Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad.", + "divine-weapon": "Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire, holy)", + "divine-gear2": "Thunder hammer (3 harm, hand, stun, holy)", + "divine-gear3": "Razor whip (3 harm, hand, area, messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic, holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver, holy)", + "Divine-ally": "a lesser divine being, sent to help you with your mission", + "Divine-advance1": "Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck, you discover something happening now is related to something you were involved in years ago.", + "expert-weapons": "Monster-slaying Weapons", + "expert-gear1": "Mallet and wooden stakes (3 harm, intimate, slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy, silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy, iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, fire, heavy, volatile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort Of Thing: Roll +Sharp instead of +Cool when you act under pressure.", + "expert-move2": "Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience.", + "expert-move3": "Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9, you have it, but not here; it will take some time to get it. On a miss, you know where it is, but it's somewhere real bad.", + "expert-move4": "It Wasn't As Bad As It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9, you may either stabilise or heal 1 harm. On a miss, it was worse than it looked; the Keeper may inflict a harm move on you, or make your wounds unstable.", + "expert-move5": "Precise Strike: When you inflict harm on a monster, you can aim for a weak spot. Roll +Tough. On a 10+, you inflict +2 harm. On a 7-9, you inflict +1 harm. On a miss, you leave yourself open to the monster.", + "expert-move6": "The One With The Plan: At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold 1-for-1 to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready.", + "expert-move7": "Dark Past: If you trawl though your memories for something relevant to the case at hand, roll +Weird. On a 10+, ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with.", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone who might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Haven", + "haven-description": "You have set up a haven, a safe place to work", + "haven1": "Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate).", + "haven2": "Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic.", + "haven3": "Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.", + "haven4": "Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing.", + "haven5": "Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help.", + "haven6": "Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.", + "haven7": "Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.", + "haven8": "Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything.", + "haven9": "Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves).", + "expert-advance1": "Add a Haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck, pick an aspect of the current situation. The Keeper will tell you what other conspiracies that aspect connects to.", + "flake-move1": "Connect the Dots: At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to ask the Keeper any one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes: You get +1 Weird (max +3).", + "flake-move3": "See, It All Fits Together: You can roll +Sharp instead of +Charm when you manipulate someone.", + "flake-move4": "Suspicious Mind: If someone lies to you, you know it.", + "flake-move5": "Often Overlooked: When you act all crazy to avoid something, roll +Weird. On a 10+, you're regarded as unthreatening and unimportant. On a 7-9, you are regarded as either unthreatening or unimportant. On a miss, you draw lots (but not all) of the attention.", + "flake-move6": "Contrary: When you seek out and receive someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make pursuing that course.", + "flake-move7": "Net Friends: You know a lot of people on the internet. When you contact a net friend to help you, roll +Charm. On a 10+, they're available and helpful - they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help, but it's either going to take some time, or you'll have to do part of it yourself. On a miss, you burn some bridges.", + "flake-move8": "Sneaky: When you attack from ambush or from behind, inflict +2 harm.", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a Haven, like the Expert, with two options", + "Flake-advance2": "Add a Haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck, something goes wrong for your Sect: an ill-advised project or a disastrous operation.", + "your-sect": "Sect", + "sect-description": "You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledgeable", + "good-tradition2": "Ancient lore", + "good-tradition3": "Magical lore", + "good-tradition4": "Fighting arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters everywhere", + "good-tradition7": "Secular power", + "good-tradition8": "Flexible tactics", + "good-tradition9": "Open hierarchy", + "good-tradition10": "Integrated in society", + "good-tradition11": "Rich", + "good-tradition12": "Nifty gadgets", + "good-tradition13": "Magical items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious motives", + "bad-tradition2": "Tradition-bound", + "bad-tradition3": "Short-sighted", + "bad-tradition4": "Paranoid and secretive", + "bad-tradition5": "Closed hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Strict laws", + "bad-tradition8": "Mystical oaths", + "bad-tradition9": "Total obedience", + "bad-tradition10": "Tyrannical leaders", + "bad-tradition11": "Obsolete gear", + "bad-tradition12": "Poor", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+, they provide some useful info or help in the field. On a 7-9, you get a mission associated with the mystery, and if you do it, you'll get some info or help too. On a miss, they ask you to do something bad. If you fail a mission or refuse an order, you'll be in trouble with the Sect until you atone.", + "initiate-move1": "Ancient Fighting Arts: When you use an old-fashioned hand weapon, you inflict +1 harm and get +1 whenever you roll to protect someone.", + "initiate-move2": "Mystic: Every time you successfully use magic, take +1 forward.", + "initiate-move3": "Fortunes: The sect has ancient prophecies or divination techniques to predict the future. Once per mystery, you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss, you get bad information and the Keeper decides how that affects you. Spend you hold 1-for-1 to", + "initiate-move3.1": "Have a useful object ready.", + "initiate-move3.2": "Be somewhere you are needed, just in time.", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter.", + "initiate-move3.4": "Preemptively warn someone about an attack, so that it doesn't happen.", + "initiate-move4": "Sacred Oath: You may bind yourself to a single goal, forsaking something during your quest (eg speech, all sustenance but bread and water, alcohol, lying, sex, etc). Get the Keeper's agreement on this - it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned.", + "initiate-move5": "Mentor: You have a mentor in the Sect; name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9, you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble.", + "initiate-move6": "Apprentice: You have an apprentice; name them. Your job is to teach them the Sect's ways. They count as an ally: subordinate (motivation: to follow your exact instructions).", + "initiate-move7": "Helping Hand: When you successfully help out another hunter, they get +2 instead of the usual +1.", + "initiate-move8": "That Old Black Magic: When you use magic, you can ask a question from the investigate a mystery move as your effect.", + "inititate-armour": "Old-fashioned Armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy, heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow, heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand/close)", + "inititate-gear8": "Mace (2 harm, hand, messy)", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close, reload, loud)", + "inititate-gear11": "9mm (2 harm, close, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy)", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get a Sect team under your command", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?", + "curses": "Curses", + "curse1": "Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself.", + "curse2": "Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers.", + "curse3": "Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist.", + "curse4": "Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure.", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck, you'll find something weird - maybe even useful!", + "mundane-move1": "Always The Victim: When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience.", + "mundane-move2": "Oops!: If you want to stumble across something important, tell the Keeper. You will find something important and useful, although not necessarily related to your immediate problems.", + "mundane-move3": "Let's Get Out Of Here!: If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough.", + "mundane-move4": "Panic Button: When you need to escape, name the route you'll try and roll +Sharp. On a 10+, you're out of danger, no problem. On a 7-9, you can go or stay, but if you go it'll cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out.", + "mundane-move5": "The Power of Heart: When fighting a monster, if you help someone, don't roll +Cool. You automatically help as though you'd rolled a 10.", + "mundane-move6": "Trust Me: When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+, they'll do what you say they should, no questions asked. On a 7-9, they do it, but the Keeper chooses 1 from", + "mundane-move6.1": "They ask you a hard question first.", + "mundane-move6.2": "They stall and dither a while.", + "mundane-move6.3": "They have a 'better' idea.", + "mundane-move6.4": "On a Miss, they think you're crazy, and maybe dangerous too.", + "mundane-move7": "What Could Go Wrong?: Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold 1-for-1 to:", + "mundane-move7.1": "Inflict 1 harm.", + "mundane-move7.2": "Reduce someone's harm suffered by 1.", + "mundane-move7.3": "Take +2 forward on an act under pressure roll.", + "mundane-move8": "Don't Worry, I'll Check It Out: Whenever you go off by yourself to check out somewhere (or something) scary, mark experience.", + "mundane-weapon": "Mundane Weapons", + "mundane-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud, reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm, hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck, your next mission from the Agency comes with lots of Red Tape. Lots.", + "agency": "Agency", + "agency-description": "Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?", + "agency-goal": "Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well-armed", + "agency2": "Well-financed", + "agency3": "Rigorous training", + "agency4": "Official pull", + "agency5": "Cover identities", + "agency6": "Offices all over the place", + "agency7": "Good intel", + "agency8": "Recognised authority", + "agency9": "Weird tech gadgets", + "agency10": "Support teams", + "red-tape": "Red Tape", + "agency11": "Dubious motives", + "agency12": "Bureaucratic", + "agency13": "Secretive hierarchy", + "agency14": "Cryptic missions", + "agency15": "Hostile superiors", + "agency16": "Inter-departmental rivalry", + "agency17": "Budget cuts", + "agency18": "Take no prisoners policy", + "agency19": "Live capture policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out.", + "professional-move1": "Bottle It Up: If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later 1-for-1 to give you -1 on any move except act under pressure.", + "professional-move2": "Unfazeable: Take +1 Cool (max +3).", + "professional-move3": "Battlefield Awareness: You always know what's happening around you, and what to watch out for. Take +1 armour (max 2) on top of whatever you get from your gear.", + "professional-move4": "Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+, you get them out clean. On a 7-9, you choose; you can either get them out or suffer no harm. On a miss, you fail to get them out and you've attracted hostile attention.", + "professional-move5": "Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp.", + "professional-move6": "Medic: You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+, the patient is stabilized and healed of 2 harm. On a 7-9, choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid.", + "professional-move7": "Mobility: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.", + "professional-move7.1": "Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.", + "professional-move7.2": "Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old.", + "professional-armour": "Armour", + "professional-gear1": "Flak vest (1 armour, hidden)", + "professional-gear2": "Combat armour (2 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud, reload)", + "professional-gear4": "Grenade launcher (4 harm, far, area, messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy, loud)", + "professional-gear7": "Submachine gun (3 harm, close, area, loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload, loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a new Resource tag or change a Red Tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salary and benefits", + "Spellslinger": "Spell-Slinger", + "luck-special-spellslinger": "When you spend Luck, the official council of wizards is going to poke their nose into your business.", + "spellslinger-weapon": "Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload, loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "You get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": "Blast (2 harm, magic, close, obvious, loud)", + "base2": "Ball (1 harm, magic, area, close, obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious, loud)", + "base4": "Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread)", + "effect2": "Force or Wind (add '+1 harm, forceful'; to a base, or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (add '+1 harm, messy' to a base)", + "effect4": "Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)", + "effect5": "Earth (add 'forceful, restraining' to a base)", + "effect6": "Necromantic (add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training: If you have two of your three Tools and Techniques at the ready, you may ignore the third one.", + "spellslinger-move2": "Arcane Reputation: Pick three big organizations or groups in the supernatural community, which can include some of the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may use manipulate someone on affected monsters as if they were human, with no bonus.", + "spellslinger-move3": "Could've Been Worse: When you miss a use magic roll, you can choose one of the following options instead of losing control of the magic.", + "spellslinger-move3.1": "Fizzle: The preparations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled.", + "spellslinger-move3.2": "This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid.", + "spellslinger-move4": "Enchanted Clothing: Pick an article of every-day clothing - it's enchanted without any change in appearance. Take -1 harm from any source that tries to get at you through the garment.", + "spellslinger-move5": "Forensic Divination: When you successfully investigate a mystery, you may ask \"what magic was done here?\" as a free extra question.", + "spellslinger-move6": "Go Big or Go Home: When you must use magic as a requirement for big magic, take +1 ongoing to those use magic rolls.", + "spellslinger-move7": "Not My Fault: +1 to act under pressure when you are dealing with the consequences of your own spellcasting.", + "spellslinger-move8": "Practitioner: Mark two of the use magic effects. Take +1 to use magic whenever you choose one of those effects.", + "spellslinger-move9": "Shield Spell: When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour.", + "spellslinger-move10": "Third Eye: When you read a bad situation, you can open up your third eye for a moment to take in extra information. On a 7+, take +1 hold and you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "When you spend Luck, your Dark Side's needs will get nastier.", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling.", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood wings", + "dark-side10": "Rage", + "dark-side11": "Self-destruction", + "dark-side12": "Greed for power", + "dark-side13": "Poor impulse control", + "dark-side14": "Hallucinations", + "dark-side15": "Pain", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavailable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier.", + "spooky-move1": "Telepathy: You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also manipulate someone without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.", + "spooky-move2": "Hex: When you cast a spell with use magic, as well as the normal list of effects, you may pick from the following list", + "spooky-move2.1": "The target contracts a disease.", + "spooky-move2.2": "The target immediately suffers harm (2 harm, magic, ignore-armour).", + "spooky-move2.3": "The target breaks something precious or important.", + "spooky-move3": "The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery.", + "spooky-move4": "Premonitions: At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it from coming true, and mark experience if you stop it. On a 7-9, you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make.", + "spooky-move5": "Hunches: When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+, you knew where you needed to go, just in time to get there. On a 7-9, you get there late - in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.", + "spooky-move6": "Tune In: You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss the monster becomes aware of you. Spend your hold 1-for-1 to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "The Big Whammy: You can use your powers to kick some ass. Roll +Weird instead of +Tough. The attack has 2 harm, close, obvious, ignore-armour. On a miss, you'll get magical backlash.", + "spooky-move8": "Jinx: You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold 1-for-1 to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward.", + "spooky-move8.2": "Help a hunter, giving them +1 forward, by interfering with their enemy.", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do.", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident.", + "spooky-move8.5": "The target finds something you left for them.", + "spooky-move8.6": "The target loses something that you will soon find.", + "spooky-items": "Any magical items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload, loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some, or all, of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower price, delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck, you find a dangerous lead on your prey.", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "Pick one or more", + "lost-pick": "Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s), etc", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "With the Keeper's agreement, pick the monster breed.", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.", + "wronged-move1": "Berserk: No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal.", + "wronged-move2": "NEVER AGAIN: In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose the option \"suffer little harm\".", + "wronged-move3": "What Does Not Kill Me...: If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.", + "wronged-move4": "Fervour: When you manipulate someone, roll +Tough instead of +Charm.", + "wronged-move5": "Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour).", + "wronged-move6": "DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+, it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "Tools Matter: With your signature weapon, you get +1 to kick some ass.", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapon", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand, messy, heavy)", + "wronged-gear5": "Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for werewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-gear6": "Enchanted dagger (2 harm, hand, magic)", + "wronged-gear7": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload, loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy, loud)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "(Optional) Vehicle", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a Haven, like the Expert, with two options", + "Wronged-advance2": "Add a haven option", + "Wronged-advance3": "You track down the specific monster(s) responsible for your loss; the Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage; replace the monster breed in My Prey with a new one", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practitioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2":"Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a camera, and binoculars, plus pick one:", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to be able to roll the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has. Add it to your \"Other Moves\" section, below.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear", + "start_newstuff": "", + "unused": "Unused", + "all": "All", + "starting": "Starting", + "choose-starting-stats": "[Choose Set]", + "stats-overwrite-warning": "Choose a starting set. (This will overwrite current stats values!)", + "current-hold": "Current Hold", + "advanced": "Advanced", + "instructions": "Instructions", + "trigger-luck-special": "When you mark Luck, you trigger your playbook's Luck Special.", + "examples": "Examples", + "harm-instructions": "When you reach 4 or more, mark unstable. Unstable injuries worsen as time passes.", + "failure": "Failure", + "hunter-reference": "Hunter Moves Reference", + "aup": "Act Under Pressure", + "aup-move": "When you act under pressure, roll +Cool. On a 10+ you do what you set out to. On a 7-9 the Keeper is going to give you a worse outcome, hard choice, or price to pay.", + "aup-advanced": "Advanced: On a 12+ you may choose to either do what you wanted and something extra, or to do what you wanted to absolute perfection.", + "helpout": "Help Out", + "helpout-move": "When you help another hunter, roll +Cool. On a 10+ your help grants them +1 to their roll. On a 7-9 your help grants them +1 to their roll, but you also expose yourself to trouble or danger.", + "helpout-advanced": "Advanced: On a 12+ your help lets them act as if they just rolled a 12, regardless of what they actually got.", + "iam": "Investigate a Mystery", + "iam-move1": "When you investigate a mystery, roll +Sharp. On a 10+ hold 2, and on a 7-9 hold 1.", + "iam-move2": "

    ", + "iam-advanced": "Advanced: On a 12+, you may ask the Keeper any question you want about the mystery, not just the listed ones.", + "iap": "Investigating Phenomena", + "iap-move": "Hunters dealing with phenomena may ask the following as part of the standard investigate a mystery list of questions:
    • How is this phenomenon doing this?
    • What could fix it, cure it, or slow it down?
    • How far does the effect reach?
    • What will be affected next?
    ", + "kickass": "Kick Some Ass", + "kickass-move": "When you get into a fight and kick some ass, roll +Tough. On a 7+, you and whatever you're fighting inflict harm on each other. The amount of harm is based on the established dangers in the game. That usually means you inflict the harm rating of your weapon and your enemy inflicts their attack's harm rating on you. On a 10+, choose one extra effect:
    • You gain the advantage: take +1 forward, or give +1 forward to another hunter.
    • You inflict terrible harm (+1 harm).
    • You suffer less harm (-1 harm).
    • You force them where you want them.
    ", + "kickass-advanced": "Advanced: On a 12+ instead pick an enhanced effect:
    • You completely hold the advantage. All hunters involved in the fight get +1 forward.
    • You suffer no harm at all.
    • Your attack inflicts double the normal harm.
    • Your attack drives the enemy away in a rout.
    ", + "manipulate": "Manipulate Someone", + "manipulate-move": "Once you have given them a reason, tell them what you want them to do and roll +Charm.", + "for-normal": "For a Normal Person...", + "normal-person-move": "
    • On a 10+, then they'll do it for the reason you gave them. If you asked too much, they'll tell you the minimum it would take for them to do it (or if there's no way they'd do it).
    • On a 7-9, they'll do it, but only if you do something for them right now to show that you mean it. If you asked too much, they'll tell you what, if anything, it would take for them to do it.
    ", + "normal-person-advanced": "Advanced: On a 12+ not only do they do what you want right now, they also become your ally for the rest of the mystery (or, if you do enough for them, permanently).", + "another-hunter": "For Another Hunter...", + "another-hunter-move": "
    • On a 10+, if they do what you ask they mark experience and get +1 forward.
    • On a 7-9, they mark experience if they do what you ask.
    • On a miss, it's up to that hunter to decide how badly you offend or annoy them. They mark experience if they decide not to do what you asked. Monsters and minions cannot normally be manipulated.
    ", + "another-hunter-advanced": "Advanced: On a 12+ they must act under pressure to resist your request. If they do what you ask, they mark one experience and take +1 ongoing while doing what you asked.", + "protect-someone": "Protect Someone", + "protect-someone-move": "When you prevent harm to another character, roll +Tough. On a 7+, you protect them okay, but you'll suffer some or all of the harm they were going to get. On a 10+ choose an extra:
    • You suffer little harm (-1 harm).
    • All impending danger is now focused on you.
    • You inflict harm on the enemy.
    • You hold the enemy back.
    ", + "protect-someone-advanced": "Advanced: on a 12+ both you and the character you are protecting are unharmed and out of danger. If you were protecting a bystander, they also become your ally.", + "rabs": "Read a Bad Situation", + "rabs-move1": "When you look around and read a bad situation, roll +Sharp. On a 10+ hold 3, and on a 7-9, hold 1.", + "rabs-move2": "One hold can be spent to ask the Keeper one of the following questions:
    • What's my best way in?
    • What's my best way out?
    • Are there any dangers we haven't noticed?
    • What's the biggest threat?
    • What's most vulnerable to me?
    • What's the best way to protect the victims?
    If you act on the answers, you get +1 ongoing while the information is relevant.", + "rabs-advanced": "Advanced: On a 12+ you may ask the Keeper any question you want about the situation, not just the listed ones.", + "requirements": "Requirements", + "usemagic": "Use Magic", + "usemagic-move": "When you use magic, say what you're trying to achieve and how you do the spell, then roll +Weird. On a 10+, the magic works without issues: choose your effect. On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has.", + "usemagic-advanced": "Advanced: On a 12+ the Keeper will offer you some added benefit.", + "usemagic-effects": "
    • Inflict harm (1-harm ignore-armour magic obvious).
    • Enchant a weapon. It gets +1 harm and +magic.
    • Do one thing that is beyond human limitations.
    • Bar a place or portal to a specific person or a type of creature.
    • Trap a specific person, minion, or monster.
    • Banish a spirit or curse from the person, object, or place it inhabits.
    • Summon a monster into the world.
    • Communicate with something that you do not share a language with.
    • Observe another place or time.
    • Heal 1-harm from an injury, or cure a disease, or neutralize a poison.
    ", + "glitches": "Glitches", + "usemagic-glitches": "
    • The effect is weakened.
    • The effect is of short duration.
    • You take 1-harm ignore-armour.
    • The magic draws immediate, unwelcome attention.
    • It has a problematic side effect.
    ", + "keeper-may-say": "The Keeper May Say That...", + "usemagic-keeper": "
    • The spell requires weird materials.
    • The spell will take 10 seconds, 30 seconds, or 1 minute to cast.
    • The spell requires ritual chanting and gestures.
    • The spell requires you to draw arcane symbols.
    • You need one or two people to help cast the spell.
    • You need to refer to a tome of magic for the details.
    ", + "bigmagic": "Big Magic", + "bigmagic-move": "Use this when you want more than the Use Magic effects. Tell the Keeper what you want to do. The Keeper may require:
    • You need to spend a lot of time (days or weeks) researching the magic ritual.
    • You need to experiment with the spell – there will be lots of failures before you get it right.
    • You need some rare and weird ingredients and supplies.
    • The spell will take a long time (hours or days) to cast.
    • You need a lot of people (2, 3, 7, 13, or more) to help.
    • The spell needs to be cast at a particular place and/or time.
    • You need to use magic as part of the ritual, perhaps to summon a monster, communicate with something, or bar the portal you opened.
    • It will have a specific side-effect or danger.
    If you meet the requirements, then the magic takes effect.", + "altwm": "Alternative Weird Moves", + "empath": "Empath", + "empath-move": "
    • When you open up your brain to feel the emotions of something right there in front of you, roll +Weird:
    • On a 10 or more, you gain a clear impression of their current emotional state and intentions. Take +1 forward when acting on this knowledge.
    • On a 7-9, you gain a hazy impression of their current emotional state and intentions.
    • On a miss, your brain is overwhelmed with emotion.
    You can use empath on anything with emotions, but the less human they are, the less it's safe for you. If the emotions are especially strong or alien, you might need to act under pressure.", + "empath-advanced": "Advanced: When you advance your empath move, add this:
    • On a 12 or more, you get an impression (as for 10 or more), and you may ask one follow-up question that the Keeper will answer honestly.
    ", + "illuminated": "Illuminated", + "illuminated-move": "When you telepathically ask the Secret Masters for aid, roll +Weird:
    • On a 10 or more, the Secret Masters reveal a key fact, clue, or technique that will help you.
    • On a 7-9, the Secret Masters need you to complete a task for them. Once it is done, they reveal a key fact, clue, or technique that will help you.
    • On a miss, the Secret Masters' reply is terrible, garbled, or somehow dangerously wrong.
    ", + "illuminated-advanced": "Advanced: When you advance your illuminated move, add this:
    • On a 12 or more, the Secret Masters reveal a key fact, clue, or technique that will help you. You may ask one follow-up question that the Keeper will answer honestly.
    ", + "nolimits": "No Limits", + "nolimits-move": "When you push your physical body past its limits, roll +Weird:
    • On a 10 or more, your body obeys your will, to the limits of physical possibility (see below), for a moment.
    • On a 7-9, you do it but choose one consequence: suffer 1-harm, take –1 forward, or you need to rest right now.
    • On a miss, something goes horribly wrong.
    ", + "nolimits-advanced": "Advanced: If you advance your no limits move, add this:
    • On a 12 or more, you can continue acting at your body's limits for 30 seconds
    ", + "pastlives": "Past Lives", + "pastlives-move": "When you channel your previous incarnations to discover something, pose your question and roll +Weird:
    • On a 10 or more, a past life has something useful to offer. Ask the Keeper two of the questions below.
    • On a 7-9, a past life has a little experience with this. Ask the Keeper one of the questions below.
    • On a miss, a past life takes over for a while.
    ", + "pastlives-advanced": "Advanced: If you advance your past lives move, add this:
    • On a 12 or more, a past life knows exactly what you were after. Ask the Keeper one of the questions below, and one free-form question. Gain +1 ongoing while acting on the answers.
    ", + "questions": "Questions", + "pastlives-questions": "
    • What did a past life discover about [topic] ?
    • How did a past life deal with [topic]?
    • What important hidden secret can a past life show me the way to?
    • What did a past life learn too late to help them?
    • What does a past life advise me to do now?
    ", + "sensitive": "Sensitive", + "sensitive-move": "When you open up your brain to the psychic environment, roll +Weird:
    • On a 10 or more, you gain a definite impression (a vision, tangible aura, overheard thought, etc) about something important.
    • On a 7-9, you gain a hazy impression about something important.
    • On a miss, your brain makes contact with something dangerous.
    ", + "sensitive-advanced": "Advanced: When you advance your sensitive move, add this:
    • On a 12 or more, you get an impression as for 10 or more, plus you may ask one follow-up question that the Keeper will answer honestly.
    ", + "tyg": "Trust Your Gut", + "tyg-move": "When you consult your instincts about what to do next, roll +Weird:
    • On a 10 or more, the Keeper will tell where you should go. Wherever that is, it will be important. You get +1 ongoing on the way to this place.
    • On a 7-9, the Keeper will tell you a general direction to go. Take +1 forward as you explore that.
    • On a miss, your instincts lead you into danger.
    ", + "tyg-advanced": "Advanced: If you advance your trust your gut move, add this:
    • On a 12 or more, in addition to the usual 10+ result, the Keeper will tell you about one important thing you should investigate further.
    ", + "tk": "Telekinesis", + "options": "Options", + "tk-move": "When you fling something with your mind, roll +Weird:
    • On a 10 or more, you move it. Choose two options and mark 1-harm.
    • On a 7-9, you move it but it hurts. Choose one option and mark 2-harm.
    • On a miss, something goes horribly wrong.
    By default you can move something smaller than a person. You don't have much control, and you can't move it strongly enough to hurt anything.", + "tk-options": "Anything not picked is not true:
    • Something is held fast.
    • Something is hurt (2-harm smash).
    • Something catches fire.
    • You can fling something bigger than a person.
    • You keep it basically under your control.
    • You suffer 1 less harm.
    ", + "tk-advanced": "Advanced:When you advance your telekinesis move, add this:
    • On a 12 or more, choose three options. You may also choose from these advanced options:
      • Something explodes (3-harm close fire area messy)
      • Something implodes (3-harm close crush)
      • Lots of stuff is flying under your control.
      • You have perfect and precise control over exactly what happens.
    ", + "weirdsci": "Weird Science", + "weirdsci-move": "When you create or adapt a device to analyse or deal with strangeness, say what it will do and roll +Weird:
    • On a 10 or more, you pick two requirements.
    • On a 7-9, you pick one requirement and the Keeper picks a second one.
    • On a miss, something goes horribly wrong. You are still able to create your device, but the Keeper picks three requirements.
    ", + "weirdsci-reqs": "
    • It needs a rare and/or weird material.
    • It won't be very reliable.
    • It requires huge amounts of power or fuel.
    • It will take a long time to get it working.
    • It won't work exactly as you intended.
    • You'll need help (beyond the hunters on your team) to finish it.
    ", + "weirdsci-advanced": "Advanced: When you advance your weird science move, add this:
    • On a 12 or more, you gain +1 ongoing when operating the device.
    ", + "other-topics": "Other Topics", + "hunter-agenda": "Hunter Agenda", + "hunter-agenda-list": "
    • Act like you're the hero in this story (because you are).
    • Make your own destiny.
    • Find the damn monsters and stop them.
    • Play your hunter like they're a real person.
    ", + "harm-list": "Whenever you suffer harm, the Keeper will tell you what effect it has. Injury severity depends on how much harm you have suffered:
    • 0-harm wounds have only minor, short term effects.
    • 4-7 harm wounds are serious and unstable. They will get worse unless treated. Mark the \"Unstable\" box.
    • 8-harm or more will kill a normal human, including a hunter.
    Armour reduces the harm suffered by the number of points it is rated for. Monsters may not be defeated until you use their weakness against them, and this applies to some minions as well.", + "recovery": "Recovery", + "harm-recovery": "
    • 0 harm wounds are considered healed right away.
    • 1-3 harm wounds improve when you receive first aid, and later when you rest. Heal 1 when you do.
    • Unstable wounds require first aid to become stable. While unstable, they may get worse.
    • 4+ harm wounds require a healing move, time in an infirmary or hospital, or magical healing.
    At the end of the mystery, you also have a chance to heal.
    • If there is no chance to rest, heal 1 harm.
    • If there is plenty of time, heal all harm.
    ", + "luck-list": "When you spend a point of Luck, pick one:
    • Decrease a wound you have suffered to 0 harm.
    • After you roll, retroactively change the result to a 12.
    When you have no luck left, bad things will happen to you.", + "leveling-up": "Leveling Up", + "leveling-up-ref": "Mark an experience point whenever your roll totals six or less, or when a move tells you to. Whenever you mark the fifth experience box, level up. Erase all five marks and choose an improvement from your list. After you have leveled up five times, you may choose from the advanced improvement list as well.", + "eos": "End of Session", + "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", + "pick-book": "Pick Your Playbook", + "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", + "motw-books": "Monster of the Week Revised Edition Playbooks", + "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", + "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", + "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", + "expert-desc": "The hunter who knows all about monsters and magic. The Expert knows a lot of hidden secrets and how to find out more, and also has a well-supplied base to work from. E.g. Bobby Singer from Supernatural; Rupert Giles from Buffy the Vampire Slayer.", + "flake-desc": "A conspiracy theorist. The Flake is great at finding things out and seeing how the events of separate mysteries are connected. E.g. Agent Mulder or the Lone Gunmen from The X-Files.", + "initiate-desc": "A member of an ancient monster-slaying Sect, trained to fight and use magic. The Initiate is good with magic, and their Sect provides help (and sometimes problems). E.g. The Wardens from The Dresden Files; Annalise from the Twenty Palaces series.", + "monstrous-desc": "A monster fighting for the good guys. The Monstrous is very weird, and can have a variety of different powers based on what monster breed they are. E.g. Angel from Buffy the Vampire Slayer and Angel; Bill Compton from True Blood.", + "mundane-desc": "Just a normal regular person, especially good at dealing with regular people you meet and have to save, and at getting captured by monsters (which can be more useful than you might expect). E.g. Xander or Cordelia from Buffy the Vampire Slayer.", + "professional-desc": "You work for an agency that hunts monsters. The Professional is good in a fight, and a good team player. E.g. Riley and the Initiative from Buffy the Vampire Slayer; Olivia Dunham from Fringe.", + "spellslinger-desc": "A trained wizard, wielding powerful magic in their crusade against evil. The Spell-slinger's arcane training gives them an advantage when dealing with eldritch secrets. E.g. Harry Dresden from The Dresden Files; Willow from Buffy the Vampire Slayer, in the later seasons.", + "spooky-desc": "Has psychic or magical powers. These powers are strange and sinister ... and not completely under the Spooky's control. E.g. Sam Winchester from Supernatural; Willow from earlier seasons of Buffy the Vampire Slayer.", + "wronged-desc": "Revenge-driven, and really tough. The Wronged is all about killing a specific breed of monster and protecting others as you do it. E.g. Dean and John Winchester from Supernatural.", + "tome-books": "Monster of the Week Tome of Mysteries Playbooks", + "gumshoe-desc": "The supernatural is just another case for this private eye to solve. A tough, ethical charmer, this shamus is in the fictional tradition that stretches from classic noir characters like Sam Spade and Philip Marlowe to the modern Jessica Jones and Lisbeth Salander.", + "hex-desc": "A witch motivated by the pursuit of forbidden power, using magic more readily—and more recklessly—than other hunters. E.g. Willow during season six of Buffy the Vampire Slayer.", + "pararomantic-desc": "A hunter with a loving—but difficult—relationship with a supernatural being. Understands monsters' intentions and can earn their trust, but puts their own heart, and even mortality, at risk. E.g. Elena Gilbert from The Vampire Diaries, Belle from Beauty and the Beast.", + "searcher-desc": "After an encounter with weirdness, they dedicated their life to investigating the unexplained. Very strong investigator, especially at working out what sort of thing is going on. Not really a fighter, but has some defensive options. E.g. Roy Neary in Close Encounters of the Third Kind, or (historically) Charles Fort.", + "reinforcements-3pp-books": "Reinforcements and Third Party Playbooks", + "exile-desc": "A monster hunter from the past who has been transported to the present day.", + "hardcase-desc": "The toughest, hardest to kill fighter. E.g. Ray Lilly from the Twenty Palaces series or Owen Pitt from the Monster Hunter International series.", + "luchador-desc": "A heroic masked wrestler, fighting to protect the innocent between matches.", + "meddlingkid-desc": "Jinkies! I think there's something more going on here, and old man Smithers seems to be involved! E.g. Scooby-doo and the Scooby gang.", + "sidekick-desc": "They worship another hunter on the team, and is good at helping them out. And one day, they'll be just as good as their hero. E.g. Garth from Supernatural.", + "snoop-desc": "A journalist looking for the real story behind weird events. Great at finding stuff out, terrible at fighting. E.g. The Ghostfacers from Supernatural.", + "summoned-desc": "A creature summoned to end the world but who has decided they do not want to do that. Lots of weird powers, dangerous, and hard to kill. E.g. Hellboy.", + "traveler-desc": "A time traveler hunting monsters in the modern day in order to save the future. E.g. The Doctor from Doctor Who.", + "byo": "Brew Your Own", + "custom-desc": "A blank shell you can use to create your own", + "your-enemies": "Your enemies", + "your-choice": "Your choice", + "restrictions": "Restrictions", + "attack-spells": "Attack Spells", + "possible-contacts": "Possible Contacts", + "playbook-name": "Playbook Name", + "hit": "Hit", + "success": "Success", + "mixed": "Mixed Success", + "advsuccess": "Advanced Success", + "treat-regular": "Treat as a regular success if you do not have the advanced improvement for this move.", + "mark-xp-remind": "Make sure to mark experience!", + "combat-magic-description1": "You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough.", + "combat-magic-description2": "Sometimes you may need to act under pressure to cast your spells without problems.", + "history-prompts": "History Prompts", + "chosen-hx": "
    • You are close blood relations. Ask them exactly how close.
    • They are destined to be your mentor. Tell them how this was revealed.
    • Your best friend in the world, who you trust totally.
    • A rival at first, but you came to a working arrangement.
    • Romantic entanglement, or fated to be romantically entangled.
    • Just friends, from school or work or something. Ask them what.
    • They could have been the Chosen One instead of you, but they failed some trial. Tell them how they failed.
    • You saved their life, back when they didn’t know monsters were real. Tell them what you saved them from.
    ", + "crooked-hx": "
    • This hunter knows about your criminal past. Tell them what crimes they saw you commit.
    • This hunter was there when you decided to give up the life and hunt monsters instead. Work out together what happened.
    • This hunter is your younger sibling or child (possibly adopted). You look out for them.
    • This hunter is a cousin or more distant relative.
    • This hunter saved your life when a monster had the drop on you. Now you owe them one.
    • This hunter worked with you on a semi-legal or illegal job. Work out what it was.
    • This hunter is your moral compass. When you talk over things with them, their advice keeps you on the straight and narrow.
    • You’re powerfully attracted to this hunter. Maybe someday you’ll deserve them.
    ", + "divine-hx": "
    • If you are protecting another hunter as your mission, tell them this: You have a crucial role in what is to come. I am here to guide and defend you.
    • They should not be involved in this situation: the prophecies didn’t mention them at all. This gets your attention but you don’t know what it means yet.
    • They are, at heart, a good and righteous person. You must help them stay that way.
    • They are an abomination, and should be destroyed. Except you can’t–work out with them why not.
    • Their prayer (perhaps an informal or even unconscious prayer) summoned you.
    • They fill you with feelings of sexual infatuation. You are confused by the associated mortal emotions.
    • They saved your life, and you understand (intellectually at least) that you owe them for it.
    • They’re the person you go to for advice on mortal stuff (e.g sex, food, drugs, television, etc).
    ", + "exile-hx": "
    • They are a distant descendant of your family line.
    • They belong to an organisation that existed in your home time. Decide between you what your relationship was with that group, and how you'll be remembered by them.
    • They showed understanding when you were confused and overwhelmed.
    • When you met, you immediately liked and respected each other.
    • They possess a message or item left for you from your comrades in the past. Ask them to tell you what it is and how it came into their possession.
    • They had a vision, premonition, or prophecy that mentioned your exile. Tell them what the vision showed them about you.
    • You both became hunters because of the same sort of monster attacked you or your kin. Decide between you what it was.
    • They were the first person to take you in, explain the modern world, and learn about your origins. Work out how you managed to communicate (perhaps you speak a common language, or ancient and modern versions of the same one).
    ", + "expert-hx": "
    • They are your student, apprentice, ward, or child. Between you, decide which.
    • They came to you for advice, and your advice got them out of trouble. Ask them what the trouble was.
    • They know about some of your dark secrets, but they’ve agreed to keep quiet about them. Tell them what they know.
    • A distant relation. Tell them exactly what.
    • You were previously both members of an eldritch group, now disbanded. Ask them why they left, then tell them why you did.
    • They once helped you get a singular item that is now part of your haven. Tell them what it was.
    • You were taught by the same master. Ask them how it ended.
    • You saved their life in a tight spot. Tell them what happened.
    ", + "flake-hx": "
    • They’re somehow tied into it all. You’ve been keeping an eye on them.
    • They’re a close relative. Ask them to decide exactly what.
    • Old friends, who originally met through a long chain of coincidences.
    • You went through hell together: maybe a monster, maybe military service, maybe time in an institution. Whatever it was, it bound you together, and you have total trust in each other.
    • Members of the same support group.
    • Fellow freaks.
    • The signs all pointed to working together. So you found them and now you work together.
    • You know each other through cryptozoology and conspiracy theory websites.
    ", + "gumshoe-hx": "
    • You are on the same (or rival) bowling teams. Ask them what bowling-related disagreement rubbed them the wrong way.
    • You caught them committing a crime but let them go. Ask them to describe the crime, then you explain why your Code required you to look the other way.
    • They remind you of a former partner who was mysteriously murdered. Describe the unsolved case that killed your partner and how you hope to solve it.
    • You first approached them for help on a case. Describe the case. Ask them to describe the key expertise they provided that solved that mystery.
    • You were friends back in training, before you became a private investigator. This could be military, law enforcement, or whatever—decide the details between you.
    • Ask them if they live by a code and what it is. If you approve of the code, you’ve always respected them. If not (or if they don’t have a code), you’ve never trusted them.
    • They hired you for a job but you were too drunk or high to take it. Ask them what they wanted, then tell them how you brushed them off.
    • You first met on an unsolved crimes website. Decide together what infamous crime fascinates you both.
    ", + "hardcase-hx": "
    • They're blood kin – a sibling (usually younger) or parent. Ask them how you fit into the family.
    • You beat the tar out of them one time. Ask them why. Then tell them why you work together now.
    • They saw you lose control one time and go on a rampage. Tell them what triggered it, then ask them what you did.
    • You respect each other as comrades-in-arms: the two toughest bastards in this outfit.
    • You respect their brains – someone with that many ideas, you want them on your side.
    • Friends from your time as a soldier/cop/mob enforcer/fight club/etc. Decide between you exactly where you became friends.
    • Romantically involved or you have an unrequited crush on them. Ask them which it is.
    • You would have gone to Jesus this one time, but they patched you up in time to keep you alive.
    ", + "hex-hx": "
    • You once cast a powerful spell or curse on them. Tell them why, and ask them how it ended.
    • They fear your power, or what you might do with it. Ask them why.
    • You’re madly in love with them. Ask them if they can tell.
    • They encourage you to indulge your temptation. Ask them why.
    • They keep you grounded, and are unfazed by your displays of power.
    • You were part of the same cult, sect, or secret society. Decide together what horrible things you did in the name of power.
    • You learned through divination that they’re important and you should help them. Decide whether you’ve told them or not.
    • They helped you out when a spell went awry. Tell them what the spell was, and ask them how they helped you.
    ", + "initiate-hx": "
    • They are a lay member of your Sect.
    • You fought together when the tide of monsters seemed unstoppable. Ask them how it went.
    • Friends, but they first met you under your cover identity, and learned about the Sect later. Ask how they feel about that.
    • They are your close relative, or partner/spouse. Decide between you exactly what the relationship is.
    • Fellow ancient weapons/martial arts club members.
    • They’re described in the prophecies, but the role they will play isn’t stated.
    • An ex-member of the Sect, but still friends. Ask them why they left or got thrown out
    • You met researching mystical weirdness, and you’ve been occult comrades ever since.
    ", + "luchador-hx": "
    • Close relations. Tell them exactly how you're related.
    • You are (or were) rivals in the ring, while working together as hunters.
    • Romantically involved, or you just have a crush on them. Ask them which they prefer.
    • They are a huge fan of your wrestling. Ask them why.
    • Good friends. Decide between you if it's from way back, or recently.
    • They know your real name and personality, as well as your wrestling persona. Decide between you why that is.
    • They trained together with you a long time ago. Ask them why they choose a different path.
    • You helped them when they had a moment of weakness. Ask them what it was, exactly.
    ", + "meddlingkid-hx": "
    • A cousin, aunt, or uncle. Decide between you what makes sense.
    • You're uncomfortable with their “kill all monsters” attitude.
    • You have an unrequited crush on them.
    • School friends.
    • Mutual respect, as you are both expert mystery-solvers.
    • They know why you don't really believe in monsters. Tell them what they found out about your past.
    • When you saw your first “monster”, they explained what was going on. You may not
    • believe everything they believe, but you appreciate that they mean well.
    • You stopped them attacking the wrong person one time, when they thought it was a monster.
    ", + "monstrous-hx": "
    • You lost control one time, and almost killed them. Ask them how they stopped you.
    • They tried to slay you, but you proved you’re on the side of good. Ask them what convinced them.
    • You are romantically obsessed with them. Ask them if they know, and if they reciprocate.
    • Close relations, or a distant descendant. Tell them which.
    • You saved them from another of your kind, and prevented reprisals against that individual creature (maybe it’s another good one, or maybe it has a hold over you).
    • They are tied to your curse or origin. Tell them how.
    • You fought together against the odds, and prevailed.
    • They saved you from another hunter who was prepared to kill you. Ask them what happened.
    ", + "breed-suggestions": "Breed Suggestions", + "breed-suggestions-list": "
    • Vampire: Curse: feed (blood or life-force). Natural attacks: Base: life-drain or Base: teeth; add +1 harm to base attack. Moves: immortal or unquenchable vitality; mental domination.
    • Werewolf: Curse: vulnerability (silver). Natural attacks: Base: claws; Base: teeth. Moves: shapeshifter (wolf and/or wolfman); claws of the beast or unholy strength.
    • Ghost: Curse: vulnerability (rock salt). Natural attacks: Base: magical force; add hand range to magical force. Moves: incorporeal; immortal.
    • Faerie: Curse: pure drive (joy). Natural attacks: Base: magical force; add ignore-armour to magical force. Moves: flight; preternatural speed.
    • Demon: Curse: pure drive (cruelty). Natural attacks: Base: claws; +1 harm to claws. Moves: dark negotiator; unquenchable vitality.
    • Orc: Curse: dark master (the orc overlord). Natural attacks: Base: teeth; add ignore-armour to teeth. Moves: Unholy strength; dark negotiator.
    • Zombie: Curse: pure drive (hunger), feed (flesh or brains). Natural attacks: Base: teeth; +1 harm to teeth. Moves: immortal; unquenchable vitality.
    ", + "mundane-hx": "
    • You are close relations. Tell them exactly how you’re related.
    • Initially rivals, you both now respect each others’ talents.
    • Romantically involved, or you just have a crush on them. Ask them which they prefer.
    • They’re your hero, exactly the kind of monster hunter you aspire to be. Tell them why you worship them.
    • Good friends. Tell them if it’s from way back, or recently.
    • You’re a bit suspicious of them (maybe due to their unnatural powers or something like that).
    • They introduced you to the existence of monsters. Tell them how you feel about that.
    • You saved their life from a monster due to an unlikely chain of events. Tell them what.
    ", + "pararomantic-hx": "
    • Your best friend in the world. You trust them totally.
    • You are blood-kin. Decide your exact relationship together.
    • Your ex. Ask them why you aren’t together anymore.
    • Romantic entanglement, or fated to be romantically entangled.
    • They know about some of your dark secrets, but they’ve agreed to keep quiet about them. Tell them what they know.
    • An old rivalry has turned into a tight friendship. Ask them what (or who) you once fought over.
    • Mentor from another life. Ask them what they taught you.
    ", + "professional-hx": "
    • Your relationship with them has romantic potential. So far it hasn’t gone further.
    • They’re on the Agency’s watch list, and you’ve been keeping an eye on them.
    • You are related. Tell them how close.
    • You met on a mission and worked together unofficially. And successfully.
    • They’ve worked with the Agency before, and they’re well regarded.
    • You were friends back in training, before the Agency recruited you. This could be military, law enforcement, or some weirder school: decide the details between you.
    • They pulled you (and maybe your team) out of a terrible FUBARed mission.
    • You got sent to “deal with them” as a hazard to the Agency’s policies one time. Tell them how you resolved this.
    ", + "searcher-hx": "
    • In your researches, you found accounts (and pictures) of someone matching their description perfectly, but long before they were born. Tell them if you have mentioned this.
    • A relative. Decide between you how close.
    • They were involved in a supernatural event similar to your first encounter. Perhaps it was the same event, or perhaps you investigated their event later. Ask them how the event affected them.
    • You figured out a supernatural or weird secret they keep. Ask them what it is.
    • You met when you were each investigating seperate mysteries. Tell them what trick you used to protect them from weirdness and ask them how they saved you from a danger.
    • You’re both veterans of a therapy or support group or a treatment program. Work out the details between you.
    • Some creature or force is stalking them. Ask them what it is. Then decide if you’ve told them about it or if they are still happily unaware.
    • You found their pet when it went missing. Where had it gone?
    ", + "sidekick-hx": "
    • This hunter is your hero (you've picked some specific details already).
    • You are a bit jealous of this hunter because of their relationship with your hero.
    • You have feelings for this hunter, but you need to become a true hero before you are worthy of their love.
    • You have been friends for years – decide between you when and where you originally met.
    • You bonded almost instantly after defeating a monster together, the first time you worked as a team. Decide the details between you.
    • This hunter knew you back when you were a nobody. Tell them something about the person you used to be, something you're now ashamed of.
    • When you first became a hunter, you weren't sure what to do. This hunter introduced you to your hero.
    • They saved your life when you were distracted, or maybe you couldn't get it together to fight back. You owe them one. Tell them the circumstances.
    ", + "snoop-hx": "
    • You have a crush on them. Ask them if they've noticed.
    • You're best friends from school/university (film class, maybe?).
    • You met when they killed the monster you were doing a story on.
    • ... missed a kill because of something you did. Ask them what you screwed up.
    • ...were in danger of some unhelpful publicity, but you got the story killed.
    • ...saved your ass when you did something stupid. Ask them what you did.
    • ...is a huge fan of your work. Ask them if they keep quiet about it or if everyone knows.
    • Relations, close or distant. Decide between you which.
    ", + "spellslinger-hx": "
    • They act as your conscience when the power goes to your head. Ask them about the last time this happened.
    • Blood relation, though you were out of contact for years. Ask them how they reconnected with you.
    • Mentor from another life. Ask them what they taught you.
    • Your magic-fueled rescue of them introduced them to the supernatural. Tell them what creature was after them.
    • An old rivalry has turned into a tight friendship. Tell them what you once fought over.
    • You thought they were dead, and now they’re back. What “killed” them?
    • They’re an on-again/off-again love interest. Ask them what keeps you apart. Tell them what keeps you together.
    • A comrade-in-arms. You’ve faced the biggest threats together.
    ", + "spooky-hx": "
    • They taught you to control your powers, to the extent that you can control them at all.
    • You are blood-kin. Decide together exactly what.
    • You are married, or romantically involved. Decide between you the exact relationship.
    • You’re old friends, and trust each other completely.
    • You used your powers on them one time. Decide if it was for selfish reasons or not, and tell them if they found out about it.
    • You’ve known each other some time, but since your powers manifested, you keep them at a distance emotionally.
    • You hope they can help you control your powers.
    • They saw you use your powers for selfish or vindictive reasons. Ask them who the victim was, and then tell them what you did.
    ", + "summoned-hx": "
    • ... was there when you were summoned. Ask them who the summoners were.
    • ... sees your human side. Ask them why.
    • You could probably take this hunter in a fight, but you’re not certain. Together, decide when the last time you threw down was, and what interrupted your fight.
    • Romantic obsession on your part. Ask them if they know about it, and if they reciprocate it.
    • ... is tied into your destiny somehow. Tell them how they fit into your first sign of the Apocalypse.
    • ... saved your ass when the shit went down. Ask them how.
    • You met while separately hunting a monster. Ask them why you now work together.
    • ...is your good friend. Tell them if it's from way back, or recently.
    • ...you are suspicious about their motives. Ask them what they did that gave you doubts about them.
    ", + "traveler-hx": "
    • They saw you coming from the future and thought you were one of the villains. Ask them how you convinced them.
    • They taught you how to manage in the “modern world.” You still have trouble understanding how everything works, but they’re here to help.
    • They’re one of your ancestors. Tell them how you’re related.
    • They help you deal with the supernatural by trying to get you out of your over reliance on technology.
    • They’re an excellent travel companion. You hope to one day be able to take them to your era and show them the future.
    • They remind you of a loved one from your era. You will protect them at all costs.
    • An eternally platonic romance. The two of you would make a great couple but you don’t want to get too involved in this era.
    • They understand you perfectly, as if they came from the same era as you. This is comforting and gives you total confidence in them.
    ", + "wronged-hx": "
    • They helped you at a critical point in your quest for revenge. Tell them what you needed help with.
    • They stood between you and what you needed to find out. Ask them why.
    • They also lost a friend or relative to these monsters. Ask them who it was.
    • Relations, close or distant. Tell them exactly what.
    • You saved their life, back when they were a pathetic newbie hunter. Ask them what you saved them from.
    • You respect their hard-earned knowledge, and often come to them for advice.
    • They showed you the ropes when you were learning how to fight.
    • They saw you absolutely lose it and go berserk. Tell them what the situation was, and ask them how much collateral damage you caused.
    ", + "snoop-haven": "Film Lab: All the stuff you need to develop film, store negatives, and process digital images.", + "first-choice": "First choice", + "second-choice": "Second choice", + "enabled": "(Enabled)", + "basic-moves-more": "Advance two more basic moves", + "advanced-basic-moves": "Advanced Basic Moves", + "keeper-sheet": "Keeper's Mystery Sheet", + "keeper-ref": "Keeper's Reference", + "keeper-agenda": "Keeper Agenda", + "keeper-agenda-kref": "
    • Make the world seem real
    • Play to see what happens
    • Make hunters' lives dangerous & scary
    ", + "principles": "Principles", + "principles-kref": "
    • Put horror in everyday situations
    • Address the hunters, not the players
    • Use the Keeper moves, without names
    • Be a fan of the hunters
    • Build a coherent mythology in play
    • Nothing is safe
    • Name everyone they meet, make them seem like normal folks
    • Ask questions and build on the answers
    • Sometimes give them exactly what they earned, rather than all they wanted
    • What's happening off-screen?
    • Don't always decide what happens
    • Everything is a threat
    ", + "always-say": "Always Say...", + "always-say-kref": "
    • What the principles demand
    • What the rules demand
    • What your preparation demands
    • What honesty demands
    ", + "basic-keeper-moves": "Basic Keeper Moves", + "basic-keeper-moves-kref": "
    • Separate them
    • Reveal future badness
    • Reveal off-screen badness
    • Inflict harm, as established
    • Make them investigate
    • Make them acquire stuff
    • Tell the possible consequences and ask if they want to go ahead
    • Turn their move back on them
    • Offer an opportunity, & maybe a cost
    • Take away some of the hunters' stuff
    • Put someone in trouble
    • Make a threat move, from one of your mystery or arc threats
    • After every move, ask what they do next
    ", + "harm-moves": "Harm Moves", + "harm-moves-kref": "Every time anyone gets hurt, use one.0-harm or more:
    • Momentarily inhibited
    • Drop something
    • Take -1 forward
    1-harm or more:
    • Fall down
    • Take -1 ongoing
    • Pass out
    • Intense pain
    Unstable wounds:
    • +1 harm
    • 8-harm or more:
    • Dying or dead.
    ", + "monster-moves": "Monster Moves", + "monster-moves-kref": "
    • Hint at its presence
    • Display its full might
    • Appear suddenly
    • Attack with great force and fury
    • Seize someone or something
    • Attack with stealth and calculation
    • Order underlings to do terrible acts
    • Destroy something
    • Escape, no matter how well contained
    • Give chase
    • Return to home ground
    • Boast and gloat, maybe revealing a secret
    • Return from seeming destruction
    • Use an unnatural power
    ", + "minion-moves": "Minion Moves", + "minion-moves-kref": "
    • A burst of sudden, uncontrolled violence
    • Make a coordinated attack
    • Capture someone, or steal something
    • Reveal a secret
    • Deliver someone or something to the master
    • Give chase
    • Make a threat or demand for the master
    • Run away
    • Use an unnatural power
    • Display a hint of conscience or humanity
    • Disobey the master, in some petty way
    ", + "bystander-moves": "Bystander Moves", + "bystander-moves-kref": "
    • Go off alone
    • Argue with the hunters
    • Get in the way
    • Reveal something
    • Confess their fears
    • Freak out in terror
    • Try to help the hunters
    • Try to protect people
    • Display inability or incompetence
    • Seek help or comfort
    ", + "location-moves": "Location Moves", + "location-moves-kref": "
    • Present a hazard
    • Reveal something
    • Hide something
    • Close a way
    • Open a way
    • Reshape itself
    • Trap someone
    • Offer a guide
    • Present a guardian
    • Something doesn't work properly
    • Create a particular feeling
    ", + "phenomenon-moves": "Phenomenon Moves", + "phenomenon-moves-kref": "
    • Hint at its effects.
    • Show its effects directly and undeniably.
    • Break the world’s laws.
    • Increase or decrease in size or intensity.
    • Create some new weirdness.
    • Harm or destroy someone or something.
    • React unexpectedly.
    • Escape from containment.
    • Hold something in place.
    • Grant an unnatural ability.
    • Hinder movement.
    • Subvert a bystander’s motivation.
    ", + "hunter-basic-moves": "Hunter Basic Moves", + "hunter-basic-moves-kref": "
    • Act Under Pressure (Cool)
    • Help Out (Cool)
    • Investigate A Mystery (Sharp)
    • Kick Some Ass (Tough)
    • Manipulate Someone (Charm)
    • Protect Someone (Tough)
    • Read A Bad Situation (Sharp)
    • Use Magic (Weird)
    ", + "end-of-session-experience": "End of Session Experience", + "end-of-session-experience-kref": "
    • 1-2 “yes”: 1 mark; 3-4 “yes”: 2 marks
    • Did they conclude the current mystery?
    • Did they save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    ", + "mystery-creation": "Mystery Creation", + "1-basic-concept": "1. Basic Concept", + "1-basic-concept-kref": "
    • A cool monster from urban legend or folklore.
    • A loose end from a previous mystery.
    • A problem from one of your arcs.
    • Take a plot from somewhere else and change some details.
    • A place you know that would make a good place for a monster to lurk.
    • Is there something the hunters want to check out?
    • Return of a monster, bystander, or location from a previous mystery.
    ", + "2-hook": "2. Hook", + "2-hook-kref": "
    • The clue that caught the hunters' attention.
    ", + "3-threats": "3. Threats", + "3-threats-kref": "
    • Create your monsters, minions, bystanders and locations.
    ", + "4-countdown": "4. Countdown", + "4-countdown-kref": "What would happen if the hunters never came here? Break it into six key events:
    1. Day
    2. Shadows
    3. Sunset
    4. Dusk
    5. Nightfall
    6. Midnight
    ", + "creating-threats": "Creating Threats", + "creating-threats-kref": "Pick a type and then create the details listed underneath.", + "monsters-motivation": "Monsters (motivation)", + "monsters-motivation-kref": "
    • Beast (to run wild, destroying and killing)
    • Breeder (to give birth to, bring forth, or create evil)
    • Collector (to steal specific sorts of things)
    • Destroyer (to bring about the end of the world)
    • Devourer (to consume people)
    • Executioner (to punish the guilty)
    • Parasite (to infest, control and devour)
    • Queen (to possess and control)
    • Sorcerer (to usurp unnatural power)
    • Tempter (to tempt people into evil deeds)
    • Torturer (to hurt and terrify)
    • Trickster (to create chaos)
    Name, how it looks, what does it want to achieve?
    • Powers: What supernatural abilities does it have?
    • Weakness: What is the monster vulnerable to?
    • Attacks: Description, how much harm it does (usually 3 to 5), range, other tags.
    • Armour: Normally 1- or 2-armour.
    • Harm capacity: Normally 8-12 harm to kill it.
    • Any custom moves for the monster (e.g. for its powers)?
    ", + "bystanders-motivation": "Bystanders (motivation)", + "bystanders-motivation-kref": "
    • Busybody (to interfere in other people’s plans)
    • Detective (to rule out explanations)
    • Gossip (to pass on rumours)
    • Helper (to join the hunt)
    • Innocent (to do the right thing)
    • Official (to be suspicious)
    • Skeptic (to deny supernatural explanations)
    • Victim (to put themselves in danger)
    • Witness (to reveal information)
    Name the bystander.
    • What do they know about the situation?
    • What do they do?
    • What do they look like?
    • What do they want from the hunters?
    • Any custom moves for this bystander?
    ", + "locations-motivation": "Locations (motivation)", + "locations-motivation-kref": "
    • Crossroads (to bring people, and things, together)
    • Deathtrap (to harm intruders)
    • Den (to harbour monsters)
    • Fortress (to deny entry)
    • Hellgate (to create evil)
    • Hub (to reveal information)
    • Lab (to create weirdness)
    • Maze (to confuse and separate)
    • Prison (to constrain and prevent exit)
    • Wilds (to contain hidden things)
    Name the location.
    • What is it like? Optionally, draw a map.
    • Any custom moves for this location?
    ", + "minions-motivation": "Minions (motivation)", + "minions-motivation-kref": "
    • Assassin (to kill the hunters)
    • Brute (to intimidate and attack)
    • Cultist (to save their own skin at any cost)
    • Guardian (to bar a way or protect something)
    • Right hand (to back up the monster)
    • Plague (to swarm and destroy)
    • Renfield (to push victims towards the monster)
    • Scout (to stalk, watch, and report)
    • Thief (to steal and deliver to the monster)
    • Traitor (to betray people)
    What is it called? What does it look like? How loyal to the master is it?
    • Powers: What supernatural abilities does it have?
    • Weakness: Is this minion especially vulnerable to anything?
    • Attacks: Description, how much harm (usually 2-4), range, other tags
    • Armour: Normally 0- to 1-armour.
    • Harm capacity: Normally 5-10 harm to kill it.
    • Any custom moves for this minion (e.g. for its powers)?
    ", + "phenomena-motivation": "Phenomena (motivation)", + "phenomena-motivation-kref": "
    • Alien (to be unfathomable)
    • Artifact (to grant someone more power than they can handle)
    • Biohazard (to infect, harm, and spread)
    • Bubble (to keep inside things inside, and outside things outside)
    • Conspiracy (to gather power, keep secrets, and create confusion)
    • Corruption (to change the laws of the universe)
    • Experiment (to unleash dangers)
    • Mutagen (to transform creatures and people)
    • Panic (to make people act irrationally)
    • Portal (to draw things from one world to another)
    • Teratogen (to turn creatures and people into monsters)
    • Zone (to harm all that venture within)
    ", + "custom-moves-header": "Custom Moves", + "custom-moves-kref": "
    • What's the basic concept for the move?
    • When is it triggered?
    • What effect does it have?
    ", + "mystery-hook": "The Hook", + "description": "Description", + "armour": "Armour", + "name": "Name", + "day": "Day", + "shadows": "Shadows", + "sunset": "Sunset", + "dusk": "Dusk", + "nightfall": "Nightfall", + "midnight": "Midnight", + "instructions-list": "
    • Click +Add to add a new entity.
    • Click Modify to delete or rearrange the order of those entities.
    • Set the type, which will then activate the data fields.
    • Once you're done editing, hide the edit controls for an attractively formatted experience!
    ", + "edit": "Edit", + "select-type": "(Select Type)", + "threat-type": "Threat Type", + "countdown": "Countdown", + "monster": "Monster", + "minion": "Minion", + "bystander": "Bystander", + "location": "Location", + "phenomenon": "Phenomenon", + "up-to-6": "Up to 6", + "up-to-12": "Up to 12", + "type-and-motivation": "Type and Motivation", + "choose-type": "Choose Type and Motivation", + "m-beast": "Beast (to run wild, destroying and killing)", + "m-breeder": "Breeder (to give birth to, bring forth, or create evil)", + "m-collector": "Collector (to steal specific sorts of things)", + "m-destroyer": "Destroyer (to bring about the end of the world)", + "m-devourer": "Devourer (to consume people)", + "m-executioner": "Executioner (to punish the guilty)", + "m-parasite": "Parasite (to infest, control and devour)", + "m-queen": "Queen (to possess and control)", + "m-sorcerer": "Sorcerer (to usurp unnatural power)", + "m-tempter": "Tempter (to tempt people into evil deeds)", + "m-torturer": "Torturer (to hurt and terrify)", + "m-trickster": "Trickster (to create chaos)", + "m-assassin": "Assassin (to kill the hunters)", + "m-brute": "Brute (to intimidate and attack)", + "m-cultist": "Cultist (to save their own skin at any cost)", + "m-guardian": "Guardian (to bar a way or protect something)", + "m-righthand": "Right hand (to back up the monster)", + "m-plague": "Plague (to swarm and destroy)", + "m-renfield": "Renfield (to push victims towards the monster)", + "m-scout": "Scout (to stalk, watch, and report)", + "m-thief": "Thief (to steal and deliver to the monster)", + "m-traitor": "Traitor (to betray people)", + "m-busybody": "Busybody (to interfere in other people’s plans)", + "m-detective": "Detective (to rule out explanations)", + "m-gossip": "Gossip (to pass on rumours)", + "m-helper": "Helper (to join the hunt)", + "m-innocent": "Innocent (to do the right thing)", + "m-official": "Official (to be suspicious)", + "m-skeptic": "Skeptic (to deny supernatural explanations)", + "m-victim": "Victim (to put themselves in danger)", + "m-witness": "Witness (to reveal information)", + "m-crossroads": "Crossroads (to bring people, and things, together)", + "m-deathtrap": "Deathtrap (to harm intruders)", + "m-den": "Den (to harbour monsters)", + "m-fortress": "Fortress (to deny entry)", + "m-hellgate": "Hellgate (to create evil)", + "m-hub": "Hub (to reveal information)", + "m-lab": "Lab (to create weirdness)", + "m-maze": "Maze (to confuse and separate)", + "m-prison": "Prison (to constrain and prevent exit)", + "m-wilds": "Wilds (to contain hidden things)", + "m-alien": "Alien (to be unfathomable)", + "m-artifact": "Artifact (to grant someone more power than they can handle)", + "m-biohazard": "Biohazard (to infect, harm, and spread)", + "m-bubble": "Bubble (to keep inside things inside, and outside things outside)", + "m-conspiracy": "Conspiracy (to gather power, keep secrets, and create confusion)", + "m-corruption": "Corruption (to change the laws of the universe)", + "m-experiment": "Experiment (to unleash dangers)", + "m-mutagen": "Mutagen (to transform creatures and people)", + "m-panic": "Panic (to make people act irrationally)", + "m-portal": "Portal (to draw things from one world to another)", + "m-teratogen": "Teratogen (to turn creatures and people into monsters)", + "m-zone": "Zone (to harm all that venture within)", + "powers": "Powers", + "attacks": "Attacks", + "weaknesses": "Weaknesses", + "slot-on-finish": "An additional slot will appear each time you finish filling out an existing one", + "harm-capacity": "Harm Capacity", + "effects-proximity": "Effects on those who get too close", + "notes": "Notes", + "flex-alt": "Flexible Alternative", + "iam-alt-advanced": "Advanced: On a 12 or higher, as 10 or higher but you may ask one additional question—specific or general, your choice.", + "iam-alt": "(This is from Tome of Mysteries, page 29. See that book for a more full discussion.)
    When you investigate a mystery with your particular techniques and skills, roll +Sharp:
    • On a 10 or higher, ask the Keeper two general questions or one specific question. Based on how you are investigating, they will tell you honestly and with good detail what you discover.
    • On a 7 to 9, ask the Keeper one general question. Based on how you are investigating, they will tell you honestly and with reasonable detail what you discover.
    • On a miss, ask the Keeper one general question. They may answer it as they wish. Regardless of the question and answer, something bad happens.
    Moves That Grant Different Questions: Many hunters have moves that grant special questions to ask instead of the usual list. To ensure these moves are still valuable, they now grant one of those special questions in addition to the questions granted by your investigate a mystery move result.", + "starting-stats-choices": "Charm{{0}}, Cool{{1}}, Sharp{{2}}, Tough{{3}}, Weird{{4}}", + "motw": "Monster of the Week", + "copyright": "Monster of the Week is copyright Evil Hat Productions, LLC and Generic Games.", + "crooked-move1.1": "Protective amulet (1 amour, magic, recharge)", + "crooked-move1.2": "Lucky charm (may be used as a Luck point just once; uncheck this box when you use it)", + "crooked-move1.3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-move1.4": "Skeleton key (opens any magically sealed lock)", + "crooked-move1.5": "Imp stone (a weak demon is bound to serve the holder; the imp must be summoned with Use Magic)", + "searcher-gear-base1": "A car", + "searcher-gear-base2": "A motorcycle", + "sidekick-move7": "Eek!: When a monster (or anyone really) appears on the scene and you find a hiding spot, roll +Sharp. On a 10+, you hide in the best nearby spot before the monster sees you. On a 7-9, pick one of these:", + "sidekick-move7.1": "You hide okay, but the monster is now between you and escape.", + "sidekick-move7.2": "You hide okay for now, but your hiding spot is bound to be spotted soon.", + "sidekick-move7.3": "You hide okay, but leave something important out in the open.", + "apocalypse-sign24": "Breaking the Seal", + "choose-one": "Choose one", + "fate-origin1": "Nightmares and visions", + "fate-origin2": "Some weirdo told you", + "fate-origin3": "An ancient cult found you", + "fate-origin4": "Sought out by your nemesis", + "fate-origin5": "Attacked by monsters", + "fate-origin6": "Trained from birth", + "fate-origin7": "You found the prophecy", + "other-playbook-moves": "Other Playbook Moves", + "allies": "Allies and Teams", + "individual": "Individual", + "team": "Team", + "motivation": "Motivation", + "ally-motive1": "Subordinate: to follow your exact instructions", + "ally-motive2": "Lieutenant: to execute the spirit of your instructions", + "ally-motive3": "Friend: to provide emotional support", + "ally-motive4": "Bodyguard: to intercept danger", + "ally-motive5": "Confidante: to give you advice and perspective", + "ally-motive6": "Backup: to stand with you", + "other-playbooks": "Other Playbooks", + "actionscientist-desc": "A hunter committed to diving into every unknown problem with the tools of science at their command. E.g. Atomic Robo, Buckaroo Banzai.", + "luck-special-actionscientist": "When you spend a Luck, some gadget or machine near you will do something weird, malfunction, break down, or... explode.", + "actionscientist-hx": "
    • You are relations, most likely distant. Tell them what the connection is.
    • You were academic colleagues at some point in the past. Decide between you where and when.
    • On-again, off-again romance. Decide between you if it's off or on right now.
    • You've been friends ever since you had a Science Adventure a while ago. Tell them what evil science nemesis you defeated together.
    • Just buddies: you get along well when it's time to relax after all the monsters have been dealt with.
    • Once they helped you deal with an “experiment” that got out of hand. Tell them what it was and let them decide how they helped you sort it out.
    • They were there when your career changed from “scientist” to “action scientist”. Decide between you how they helped you out when you fought your first monster.
    • You used science to get them out of a jam, and they still owe you for it. Ask them what the jam was, then tell them what you did.
    ", + "AS-fixed-move1": "Science! You may use the Weird Science move in addition to whatever the default weird move is for the game. If Weird Science is the default move, you gain access to Advanced Weird Science. When you roll for Weird Science you may use Sharp instead of Weird. Regardless of the result you may remove your choice of one of the requirements after they've all been determined. Say how you've figured out a way around that requirement.", + "AS-move1": "Oblivious to Danger: As well as generally not looking out for danger, you are immune to all fear-based moves and powers. You never need to act under pressure to resist fear from any source.", + "AS-move2": "Cross-disciplinary Study: Take a move from one of the other hunters' playbooks.", + "AS-move3": "Engineering: When you need to quickly fix (or break) a complicated gadget, roll +Sharp. On a 10+, it’s fixed (or broken) just like you wanted. On a 7-9 you need more time to study it: choose to fix (or break) it now with unknown side-effects, or take more time. On a miss, you do the worst thing possible to the gadget, which usually involves an explosion.", + "AS-move4": "The Doors of Perception: By using advanced psychological, pharmacological, or mental interface techniques, you may use magic with +Sharp instead of +Weird. You may choose one of these additional effects:", + "AS-move4.1": "Communicate with someone or something that you cannot communicate with by normal means.", + "AS-move4.2": "Analyse a clue (allowing you to investigate a mystery in a way that you would not normally be able to).", + "AS-move4.3": "Give a hunter (including yourself) +1 to a rating for the remainder of the mystery (maximum +3).", + "AS-move5": "Mind of Steel: Get +1 Cool (max +3).", + "AS-move6": "Re-factoring: You may take any two devices and rebuild them together, gaining all the abilities of each component device. The new device is the same size as the larger component. It will have all the tags of the components, except you may delete or change one tag.", + "AS-move7": "Two-Fisted Science: You may roll +Sharp to kick some ass instead of +Tough.", + "AS-geardesc": "You have toolkits containing everything you need for your normal science, engineering, and analysis tasks. If you want, you can have Science Armour worth 1-armour.

    Science Weapons: The \"batteries\" tag is like \"reload\": the weapon is liable to run out of power at bad moments.", + "AS-gear1": "Lightning Gun (3-harm close loud electricity batteries)", + "AS-gear2": "Portable Particle Accelerator (3-harm close messy area batteries)", + "AS-gear3": "Laser Cannon (2-harm far quiet batteries)", + "AS-gear4": "Net Launcher (0-harm close entangling)", + "AS-gear5": "Scalpel (1-harm hand)", + "AS-gear6": "Force Knife (2-harm hand batteries)", + "AS-gear7": "Tranquiliser Rifle (1-harm close sedating)", + "AS-gear8": "Stun-ray Pistol (0-harm close sedating)", + "AS-gear9": "Autonomous Drone (2-harm far autonomous)", + "AS-gear10": "Atomic Pistol (3-harm close radiation)", + "actionscientist": "Action Scientist", + "as-team": "Gain a team of action scientists under your command.", + "as-haven": "Gain a haven, like the Expert has, with a Workshop and one other option.", + "as-haven-instruct": "Pick one in addition to a Workshop", + "text-block": "Text Block", + "mystery-concept": "Mystery's Concept", + "end_newstuff": "" +} diff --git a/Monster of the Week Official/translations/af.json b/Monster of the Week Official/translations/af.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/af.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/cs.json b/Monster of the Week Official/translations/cs.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/cs.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/da.json b/Monster of the Week Official/translations/da.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/da.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/de.json b/Monster of the Week Official/translations/de.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/de.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/el.json b/Monster of the Week Official/translations/el.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/el.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/en.json b/Monster of the Week Official/translations/en.json new file mode 100644 index 0000000000..7cc9325c0a --- /dev/null +++ b/Monster of the Week Official/translations/en.json @@ -0,0 +1,1353 @@ +{ + "sheet-version": "sheet version", + "send_details_to_chat": "Send details to chat!", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 Improvements you may choose from these options as well as the list above", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spell-Slinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Mysteries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck, the Keeper will bring your fate into play.", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret training", + "fate-heroic5": "Magical powers", + "fate-heroic6": "Mystical inheritance", + "fate-heroic7": "A normal life", + "fate-heroic8": "True love", + "fate-heroic9": "You can save the world", + "fate-heroic10": "Hidden allies", + "fate-heroic11": "The end of monsters", + "fate-heroic12": "Divine help", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You can't save everyone", + "fate-doom3": "Impossible love", + "fate-doom4": "Failure", + "fate-doom5": "A nemesis", + "fate-doom6": "No normal life", + "fate-doom7": "Loss of loved ones", + "fate-doom8": "Treachery", + "fate-doom9": "Doubt", + "fate-doom10": "Sympathy with the enemy", + "fate-doom11": "Damnation", + "fate-doom12": "Hosts of monsters", + "fate-doom13": "The End of Days", + "fate-doom14": "The source of Evil", + "chosen-fixed1": "Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you.", + "chosen-fixed2": "I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play, you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you use up all your Luck, all bets are off.", + "chosen-move1": "The Big Entrance: When you make a showy entrance into a dangerous situation, Roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present.", + "chosen-move2": "Devastating: When you inflict harm, you may inflict +1 harm.", + "chosen-move3": "Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward.", + "chosen-move4": "Invincible: You always count as having 2 armour. This doesn't stack with other protection.", + "chosen-move5": "Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves.", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "Special Weapon", + "chosen-special-descrip":"Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand/close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Artifact (+magic)", + "chosen-gear8": "Spikes (+1 harm, +messy)", + "chosen-gear9": "Blade (+1 harm)", + "chosen-gear10": "Heavy (+1 harm)", + "chosen-gear11": "Long (+close)", + "chosen-gear12": "Throwable (+close)", + "chosen-gear13": "Chain (+area)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a Doom tag, and (optionally) also delete a Heroic tag", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck, someone from your past will re-appear in your life. Soon.", + "background": "Background", + "background-description": "Before you became a hunter, what less-than-legal job did you do?", + "background1": "Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence.", + "background2": "Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter: When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely.", + "background4": "Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you over", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you.", + "background5": "Assassin: When you take your first shot at an unsuspecting target, do +2 harm.", + "background6": "Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+, your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, maybe someone will notice.", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket: When you steal something small, roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice.", + "crooked-move1": "Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); Lucky charm (may be used as a Luck point just once); Grimoire (studying the book gives +1 forward to use magic); Skeleton key (opens any magically sealed lock); Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic).", + "crooked-move2": "Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team.", + "crooked-move3": "Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things).", + "crooked-move4": "Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now.", + "crooked-move5": "Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members.", + "crooked-move6": "Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles.", + "crooked-move7": "Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked.", + "crooked-move8": "Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course.", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload, small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload, loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload, area)", + "crooked-gear9": "Assault rifle (3 harm, close/far, area)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies.", + "pick-heat": "Pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a personal goal to put you away.", + "heat2": "You have a rival from your background, who never misses a chance to screw you over.", + "heat3": "You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.", + "heat4": "You took advantage of someone with special powers (a person or monster).", + "heat5": "You betrayed an old partner in the middle of a job.", + "underworld": "Underworld", + "underworld-description": "Pick how you discovered the real underworld", + "underworld1": "The target of a job was a dangerous creature (pick one: vampire, werewolf, troll, reptiloid, etc).", + "underworld2": "You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc).", + "underworld3": "You were hired by something weird (pick one: immortal, god, outsider, witch, etc).", + "underworld4": "Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc).", + "crooked-ally": "one of your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.", + "your-mission": "Mission", + "mission-description": "You have been put here for a purpose", + "mission1": "You are here to fight the schemes of an Adversary.", + "mission2": "The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.", + "mission3": "The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.", + "mission4": "You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.", + "mission5": "One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.", + "divine-move1": "Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure.", + "divine-move2": "Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place.", + "divine-move3": "What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.", + "divine-move4": "Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy.", + "divine-move5": "Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negative emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.", + "divine-move6": "Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm.", + "divine-move7": "Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad.", + "divine-weapon": "Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire, holy)", + "divine-gear2": "Thunder hammer (3 harm, hand, stun, holy)", + "divine-gear3": "Razor whip (3 harm, hand, area, messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic, holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver, holy)", + "Divine-ally": "a lesser divine being, sent to help you with your mission", + "Divine-advance1": "Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck, you discover something happening now is related to something you were involved in years ago.", + "expert-weapons": "Monster-slaying Weapons", + "expert-gear1": "Mallet and wooden stakes (3 harm, intimate, slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy, silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy, iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, fire, heavy, volatile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort Of Thing: Roll +Sharp instead of +Cool when you act under pressure.", + "expert-move2": "Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience.", + "expert-move3": "Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9, you have it, but not here; it will take some time to get it. On a miss, you know where it is, but it's somewhere real bad.", + "expert-move4": "It Wasn't As Bad As It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9, you may either stabilise or heal 1 harm. On a miss, it was worse than it looked; the Keeper may inflict a harm move on you, or make your wounds unstable.", + "expert-move5": "Precise Strike: When you inflict harm on a monster, you can aim for a weak spot. Roll +Tough. On a 10+, you inflict +2 harm. On a 7-9, you inflict +1 harm. On a miss, you leave yourself open to the monster.", + "expert-move6": "The Woman (or Man) With The Plan: At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold 1-for-1 to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready.", + "expert-move7": "Dark Past: If you trawl though your memories for something relevant to the case at hand, roll +Weird. On a 10+, ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with.", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone who might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Haven", + "haven-description": "You have set up a haven, a safe place to work", + "haven1": "Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate).", + "haven2": "Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic.", + "haven3": "Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.", + "haven4": "Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing.", + "haven5": "Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help.", + "haven6": "Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.", + "haven7": "Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.", + "haven8": "Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything.", + "haven9": "Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves).", + "expert-advance1": "Add a Haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck, pick an aspect of the current situation. The Keeper will tell you what other conspiracies that aspect connects to.", + "flake-move1": "Connect the Dots: At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to ask the Keeper any one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes: You get +1 Weird (max +3).", + "flake-move3": "See, It All Fits Together: You can roll +Sharp instead of +Charm when you manipulate someone.", + "flake-move4": "Suspicious Mind: If someone lies to you, you know it.", + "flake-move5": "Often Overlooked: When you act all crazy to avoid something, roll +Weird. On a 10+, you're regarded as unthreatening and unimportant. On a 7-9, you are regarded as either unthreatening or unimportant. On a miss, you draw lots (but not all) of the attention.", + "flake-move6": "Contrary: When you seek out and receive someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make pursuing that course.", + "flake-move7": "Net Friends: You know a lot of people on the internet. When you contact a net friend to help you, roll +Charm. On a 10+, they're available and helpful - they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help, but it's either going to take some time, or you'll have to do part of it yourself. On a miss, you burn some bridges.", + "flake-move8": "Sneaky: When you attack from ambush or from behind, inflict +2 harm.", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a Haven, like the Expert, with two options", + "Flake-advance2": "Add a Haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck, something goes wrong for your Sect: an ill-advised project or a disastrous operation.", + "your-sect": "Sect", + "sect-description": "You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledgeable", + "good-tradition2": "Ancient lore", + "good-tradition3": "Magical lore", + "good-tradition4": "Fighting arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters everywhere", + "good-tradition7": "Secular power", + "good-tradition8": "Flexible tactics", + "good-tradition9": "Open hierarchy", + "good-tradition10": "Integrated in society", + "good-tradition11": "Rich", + "good-tradition12": "Nifty gadgets", + "good-tradition13": "Magical items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious motives", + "bad-tradition2": "Tradition-bound", + "bad-tradition3": "Short-sighted", + "bad-tradition4": "Paranoid and secretive", + "bad-tradition5": "Closed hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Strict laws", + "bad-tradition8": "Mystical oaths", + "bad-tradition9": "Total obedience", + "bad-tradition10": "Tyrannical leaders", + "bad-tradition11": "Obsolete gear", + "bad-tradition12": "Poor", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+, they provide some useful info or help in the field. On a 7-9, you get a mission associated with the mystery, and if you do it, you'll get some info or help too. On a miss, they ask you to do something bad. If you fail a mission or refuse an order, you'll be in trouble with the Sect until you atone.", + "initiate-move1": "Ancient Fighting Arts: When you use an old-fashioned hand weapon, you inflict +1 harm and get +1 whenever you roll to protect someone.", + "initiate-move2": "Mystic: Every time you successfully use magic, take +1 forward.", + "initiate-move3": "Fortunes: The sect has ancient prophecies or divination techniques to predict the future. Once per mystery, you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss, you get bad information and the Keeper decides how that affects you. Spend you hold 1-for-1 to", + "initiate-move3.1": "Have a useful object ready.", + "initiate-move3.2": "Be somewhere you are needed, just in time.", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter.", + "initiate-move3.4": "Preemptively warn someone about an attack, so that it doesn't happen.", + "initiate-move4": "Sacred Oath: You may bind yourself to a single goal, forsaking something during your quest (eg speech, all sustenance but bread and water, alcohol, lying, sex, etc). Get the Keeper's agreement on this - it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned.", + "initiate-move5": "Mentor: You have a mentor in the Sect; name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9, you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble.", + "initiate-move6": "Apprentice: You have an apprentice; name them. Your job is to teach them the Sect's ways. They count as an ally: subordinate (motivation: to follow your exact instructions).", + "initiate-move7": "Helping Hand: When you successfully help out another hunter, they get +2 instead of the usual +1.", + "initiate-move8": "That Old Black Magic: When you use magic, you can ask a question from the investigate a mystery move as your effect.", + "inititate-armour": "Old-fashioned Armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy, heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow, heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand/close)", + "inititate-gear8": "Mace (2 harm, hand, messy)", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close, reload, loud)", + "inititate-gear11": "9mm (2 harm, close, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy)", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get a Sect team under your command", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?", + "curses": "Curses", + "curse1": "Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself.", + "curse2": "Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers.", + "curse3": "Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist.", + "curse4": "Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure.", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck, you'll find something weird - maybe even useful!", + "mundane-move1": "Always The Victim: When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience.", + "mundane-move2": "Oops!: If you want to stumble across something important, tell the Keeper. You will find something important and useful, although not necessarily related to your immediate problems.", + "mundane-move3": "Let's Get Out Of Here!: If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough.", + "mundane-move4": "Panic Button: When you need to escape, name the route you'll try and roll +Sharp. On a 10+, you're out of danger, no problem. On a 7-9, you can go or stay, but if you go it'll cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out.", + "mundane-move5": "The Power of Heart: When fighting a monster, if you help someone, don't roll +Cool. You automatically help as though you'd rolled a 10.", + "mundane-move6": "Trust Me: When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+, they'll do what you say they should, no questions asked. On a 7-9, they do it, but the Keeper chooses 1 from", + "mundane-move6.1": "They ask you a hard question first.", + "mundane-move6.2": "They stall and dither a while.", + "mundane-move6.3": "They have a 'better' idea.", + "mundane-move6.4": "On a Miss, they think you're crazy, and maybe dangerous too.", + "mundane-move7": "What Could Go Wrong?: Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold 1-for-1 to:", + "mundane-move7.1": "Inflict 1 harm.", + "mundane-move7.2": "Reduce someone's harm suffered by 1.", + "mundane-move7.3": "Take +2 forward on an act under pressure roll.", + "mundane-move8": "Don't Worry, I'll Check It Out: Whenever you go off by yourself to check out somewhere (or something) scary, mark experience.", + "mundane-weapon": "Mundane Weapons", + "mundane-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud, reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm, hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck, your next mission from the Agency comes with lots of Red Tape. Lots.", + "agency": "Agency", + "agency-description": "Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?", + "agency-goal": "Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well-armed", + "agency2": "Well-financed", + "agency3": "Rigorous training", + "agency4": "Official pull", + "agency5": "Cover identities", + "agency6": "Offices all over the place", + "agency7": "Good intel", + "agency8": "Recognised authority", + "agency9": "Weird tech gadgets", + "agency10": "Support teams", + "red-tape": "Red Tape", + "agency11": "Dubious motives", + "agency12": "Bureaucratic", + "agency13": "Secretive hierarchy", + "agency14": "Cryptic missions", + "agency15": "Hostile superiors", + "agency16": "Inter-departmental rivalry", + "agency17": "Budget cuts", + "agency18": "Take no prisoners policy", + "agency19": "Live capture policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out.", + "professional-move1": "Bottle It Up: If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later 1-for-1 to give you -1 on any move except act under pressure.", + "professional-move2": "Unfazeable: Take +1 Cool (max +3).", + "professional-move3": "Battlefield Awareness: You always know what's happening around you, and what to watch out for. Take +1 armour (max 2) on top of whatever you get from your gear.", + "professional-move4": "Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+, you get them out clean. On a 7-9, you choose; you can either get them out or suffer no harm. On a miss, you fail to get them out and you've attracted hostile attention.", + "professional-move5": "Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp.", + "professional-move6": "Medic: You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+, the patient is stabilized and healed of 2 harm. On a 7-9, choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid.", + "professional-move7": "Mobility: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.", + "professional-move7.1": "Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.", + "professional-move7.2": "Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old.", + "professional-armour": "Armour", + "professional-gear1": "Flak vest (1 armour, hidden)", + "professional-gear2": "Combat armour (2 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud, reload)", + "professional-gear4": "Grenade launcher (4 harm, far, area, messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy, loud)", + "professional-gear7": "Submachine gun (3 harm, close, area, loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload, loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a new Resource tag or change a Red Tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salary and benefits", + "Spellslinger": "Spell-Slinger", + "luck-special-spellslinger": "When you spend Luck, the official council of wizards is going to poke their nose into your business.", + "spellslinger-weapon": "Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload, loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "You get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems.", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": "Blast (2 harm, magic, close, obvious, loud)", + "base2": "Ball (1 harm, magic, area, close, obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious, loud)", + "base4": "Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread)", + "effect2": "Force or Wind (add '+1 harm, forceful'; to a base, or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (add '+1 harm, messy' to a base)", + "effect4": "Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)", + "effect5": "Earth (add 'forceful, restraining' to a base)", + "effect6": "Necromantic (add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training: If you have two of your three Tools and Techniques at the ready, you may ignore the third one.", + "spellslinger-move2": "Arcane Reputation: Pick three big organizations or groups in the supernatural community, which can include some of the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may use manipulate someone on affected monsters as if they were human, with no bonus.", + "spellslinger-move3": "Could've Been Worse: When you miss a use magic roll, you can choose one of the following options instead of losing control of the magic.", + "spellslinger-move3.1": "Fizzle: The preparations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled.", + "spellslinger-move3.2": "This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid.", + "spellslinger-move4": "Enchanted Clothing: Pick an article of every-day clothing - it's enchanted without any change in appearance. Take -1 harm from any source that tries to get at you through the garment.", + "spellslinger-move5": "Forensic Divination: When you successfully investigate a mystery, you may ask \"what magic was done here?\" as a free extra question.", + "spellslinger-move6": "Go Big or Go Home: When you must use magic as a requirement for big magic, take +1 ongoing to those use magic rolls.", + "spellslinger-move7": "Not My Fault: +1 to act under pressure when you are dealing with the consequences of your own spellcasting.", + "spellslinger-move8": "Practitioner: Mark two of the use magic effects. Take +1 to use magic whenever you choose one of those effects.", + "spellslinger-move9": "Shield Spell: When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour.", + "spellslinger-move10": "Third Eye: When you read a bad situation, you can open up your third eye for a moment to take in extra information. On a 7+, take +1 hold and you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "When you spend Luck, your Dark Side's needs will get nastier.", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling.", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood wings", + "dark-side10": "Rage", + "dark-side11": "Self-destruction", + "dark-side12": "Greed for power", + "dark-side13": "Poor impulse control", + "dark-side14": "Hallucinations", + "dark-side15": "Pain", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavailable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier.", + "spooky-move1": "Telepathy: You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also manipulate someone without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.", + "spooky-move2": "Hex: When you cast a spell with use magic, as well as the normal list of effects, you may pick from the following list", + "spooky-move2.1": "The target contracts a disease.", + "spooky-move2.2": "The target immediately suffers harm (2 harm, magic, ignore-armour).", + "spooky-move2.3": "The target breaks something precious or important.", + "spooky-move3": "The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery.", + "spooky-move4": "Premonitions: At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it from coming true, and mark experience if you stop it. On a 7-9, you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make.", + "spooky-move5": "Hunches: When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+, you knew where you needed to go, just in time to get there. On a 7-9, you get there late - in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.", + "spooky-move6": "Tune In: You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss the monster becomes aware of you. Spend your hold 1-for-1 to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "The Big Whammy: You can use your powers to kick some ass. Roll +Weird instead of +Tough. The attack has 2 harm, close, obvious, ignore-armour. On a miss, you'll get magical backlash.", + "spooky-move8": "Jinx: You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold 1-for-1 to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward.", + "spooky-move8.2": "Help a hunter, giving them +1 forward, by interfering with their enemy.", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do.", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident.", + "spooky-move8.5": "The target finds something you left for them.", + "spooky-move8.6": "The target loses something that you will soon find.", + "spooky-items": "Any magical items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload, loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some, or all, of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower price, delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck, you find a dangerous lead on your prey.", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "Pick one or more", + "lost-pick": "Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s), etc", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "With the Keeper's agreement, pick the monster breed.", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.", + "wronged-move1": "Berserk: No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal.", + "wronged-move2": "NEVER AGAIN: In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose the option \"suffer little harm\".", + "wronged-move3": "What Does Not Kill Me...: If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.", + "wronged-move4": "Fervour: When you manipulate someone, roll +Tough instead of +Charm.", + "wronged-move5": "Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour).", + "wronged-move6": "DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+, it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "Tools Matter: With your signature weapon, you get +1 to kick some ass.", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapon", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand, messy, heavy)", + "wronged-gear5": "Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for werewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-gear6": "Enchanted dagger (2 harm, hand, magic)", + "wronged-gear7": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload, loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy, loud)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "(Optional) Vehicle", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a Haven, like the Expert, with two options", + "Wronged-advance2": "Add a haven option", + "Wronged-advance3": "You track down the specific monster(s) responsible for your loss; the Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage; replace the monster breed in My Prey with a new one", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practitioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2":"Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear", + "start_newstuff": "", + "unused": "Unused", + "all": "All", + "starting": "Starting", + "choose-starting-stats": "Choose your set of starting stats", + "stats-overwrite-warning": "(This will overwrite current stats values!)", + "current-hold": "Current Hold", + "advanced": "Advanced", + "instructions": "Instructions", + "trigger-luck-special": "When you mark Luck, you trigger your playbook's Luck Special.", + "examples": "Examples", + "harm-instructions": "When you reach 4 or more, mark unstable. Unstable injuries worsen as time passes.", + "failure": "Failure", + "hunter-reference": "Hunter Moves Reference", + "aup": "Act Under Pressure", + "aup-move": "When you act under pressure, roll +Cool. On a 10+ you do what you set out to. On a 7-9 the Keeper is going to give you a worse outcome, hard choice, or price to pay.", + "aup-advanced": "Advanced: On a 12+ you may choose to either do what you wanted and something extra, or to do what you wanted to absolute perfection.", + "helpout": "Help Out", + "helpout-move": "When you help another hunter, roll +Cool. On a 10+ your help grants them +1 to their roll. On a 7-9 your help grants them +1 to their roll, but you also expose yourself to trouble or danger.", + "helpout-advanced": "Advanced: On a 12+ your help lets them act as if they just rolled a 12, regardless of what they actually got.", + "iam": "Investigate a Mystery", + "iam-move1": "When you investigate a mystery, roll +Sharp. On a 10+ hold 2, and on a 7-9 hold 1.", + "iam-move2": "
    • What happened here?
    • What sort of creature is it?
    • What can it do?
    • What can hurt it?
    • Where did it go?
    • What was it going to do?
    • What is being concealed here?
    ", + "iam-advanced": "Advanced: On a 12+, you may ask the Keeper any question you want about the mystery, not just the listed ones.", + "iap": "Investigating Phenomena", + "iap-move": "Hunters dealing with phenomena may ask the following as part of the standard investigate a mystery list of questions:
    • How is this phenomenon doing this?
    • What could fix it, cure it, or slow it down?
    • How far does the effect reach?
    • What will be affected next?
    ", + "kickass": "Kick Some Ass", + "kickass-move": "When you get into a fight and kick some ass, roll +Tough. On a 7+, you and whatever you're fighting inflict harm on each other. The amount of harm is based on the established dangers in the game. That usually means you inflict the harm rating of your weapon and your enemy inflicts their attack's harm rating on you. On a 10+, choose one extra effect:
    • You gain the advantage: take +1 forward, or give +1 forward to another hunter.
    • You inflict terrible harm (+1 harm).
    • You suffer less harm (-1 harm).
    • You force them where you want them.
    ", + "kickass-advanced": "Advanced: On a 12+ instead pick an enhanced effect:
    • You completely hold the advantage. All hunters involved in the fight get +1 forward.
    • You suffer no harm at all.
    • Your attack inflicts double the normal harm.
    • Your attack drives the enemy away in a rout.
    ", + "manipulate": "Manipulate Someone", + "manipulate-move": "Once you have given them a reason, tell them what you want them to do and roll +Charm.", + "for-normal": "For a Normal Person...", + "normal-person-move": "
    • On a 10+, then they'll do it for the reason you gave them. If you asked too much, they'll tell you the minimum it would take for them to do it (or if there's no way they'd do it).
    • On a 7-9, they'll do it, but only if you do something for them right now to show that you mean it. If you asked too much, they'll tell you what, if anything, it would take for them to do it.
    ", + "normal-person-advanced": "Advanced: On a 12+ not only do they do what you want right now, they also become your ally for the rest of the mystery (or, if you do enough for them, permanently).", + "another-hunter": "For Another Hunter...", + "another-hunter-move": "
    • On a 10+, if they do what you ask they mark experience and get +1 forward.
    • On a 7-9, they mark experience if they do what you ask.
    • On a miss, it's up to that hunter to decide how badly you offend or annoy them. They mark experience if they decide not to do what you asked. Monsters and minions cannot normally be manipulated.
    ", + "another-hunter-advanced": "Advanced: On a 12+ they must act under pressure to resist your request. If they do what you ask, they mark one experience and take +1 ongoing while doing what you asked.", + "protect-someone": "Protect Someone", + "protect-someone-move": "When you prevent harm to another character, roll +Tough. On a 7+, you protect them okay, but you'll suffer some or all of the harm they were going to get. On a 10+ choose an extra:
    • You suffer little harm (-1 harm).
    • All impending danger is now focused on you.
    • You inflict harm on the enemy.
    • You hold the enemy back.
    ", + "protect-someone-advanced": "Advanced: on a 12+ both you and the character you are protecting are unharmed and out of danger. If you were protecting a bystander, they also become your ally.", + "rabs": "Read a Bad Situation", + "rabs-move1": "When you look around and read a bad situation, roll +Sharp. On a 10+ hold 3, and on a 7-9, hold 1.", + "rabs-move2": "One hold can be spent to ask the Keeper one of the following questions:
    • What's my best way in?
    • What's my best way out?
    • Are there any dangers we haven't noticed?
    • What's the biggest threat?
    • What's most vulnerable to me?
    • What's the best way to protect the victims?
    If you act on the answers, you get +1 ongoing while the information is relevant.", + "rabs-advanced": "Advanced: On a 12+ you may ask the Keeper any question you want about the situation, not just the listed ones.", + "requirements": "Requirements", + "usemagic": "Use Magic", + "usemagic-move": "When you use magic, say what you're trying to achieve and how you do the spell, then roll +Weird. On a 10+, the magic works without issues: choose your effect. On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has.", + "usemagic-advanced": "Advanced: On a 12+ the Keeper will offer you some added benefit.", + "usemagic-effects": "
    • Inflict harm (1-harm ignore-armour magic obvious).
    • Enchant a weapon. It gets +1 harm and +magic.
    • Do one thing that is beyond human limitations.
    • Bar a place or portal to a specific person or a type of creature.
    • Trap a specific person, minion, or monster.
    • Banish a spirit or curse from the person, object, or place it inhabits.
    • Summon a monster into the world.
    • Communicate with something that you do not share a language with.
    • Observe another place or time.
    • Heal 1-harm from an injury, or cure a disease, or neutralize a poison.
    ", + "glitches": "Glitches", + "usemagic-glitches": "
    • The effect is weakened.
    • The effect is of short duration.
    • You take 1-harm ignore-armour.
    • The magic draws immediate, unwelcome attention.
    • It has a problematic side effect.
    ", + "keeper-may-say": "The Keeper May Say That...", + "usemagic-keeper": "
    • The spell requires weird materials.
    • The spell will take 10 seconds, 30 seconds, or 1 minute to cast.
    • The spell requires ritual chanting and gestures.
    • The spell requires you to draw arcane symbols.
    • You need one or two people to help cast the spell.
    • You need to refer to a tome of magic for the details.
    ", + "bigmagic": "Big Magic", + "bigmagic-move": "Use this when you want more than the Use Magic effects. Tell the Keeper what you want to do. The Keeper may require:
    • You need to spend a lot of time (days or weeks) researching the magic ritual.
    • You need to experiment with the spell – there will be lots of failures before you get it right.
    • You need some rare and weird ingredients and supplies.
    • The spell will take a long time (hours or days) to cast.
    • You need a lot of people (2, 3, 7, 13, or more) to help.
    • The spell needs to be cast at a particular place and/or time.
    • You need to use magic as part of the ritual, perhaps to summon a monster, communicate with something, or bar the portal you opened.
    • It will have a specific side-effect or danger.
    If you meet the requirements, then the magic takes effect.", + "altwm": "Alternative Weird Moves", + "empath": "Empath", + "empath-move": "
    • When you open up your brain to feel the emotions of something right there in front of you, roll +Weird:
    • On a 10 or more, you gain a clear impression of their current emotional state and intentions. Take +1 forward when acting on this knowledge.
    • On a 7-9, you gain a hazy impression of their current emotional state and intentions.
    • On a miss, your brain is overwhelmed with emotion.
    You can use empath on anything with emotions, but the less human they are, the less it's safe for you. If the emotions are especially strong or alien, you might need to act under pressure.", + "empath-advanced": "Advanced: When you advance your empath move, add this:
    • On a 12 or more, you get an impression (as for 10 or more), and you may ask one follow-up question that the Keeper will answer honestly.
    ", + "illuminated": "Illuminated", + "illuminated-move": "When you telepathically ask the Secret Masters for aid, roll +Weird:
    • On a 10 or more, the Secret Masters reveal a key fact, clue, or technique that will help you.
    • On a 7-9, the Secret Masters need you to complete a task for them. Once it is done, they reveal a key fact, clue, or technique that will help you.
    • On a miss, the Secret Masters' reply is terrible, garbled, or somehow dangerously wrong.
    ", + "illuminated-advanced": "Advanced: When you advance your illuminated move, add this:
    • On a 12 or more, the Secret Masters reveal a key fact, clue, or technique that will help you. You may ask one follow-up question that the Keeper will answer honestly.
    ", + "nolimits": "No Limits", + "nolimits-move": "When you push your physical body past its limits, roll +Weird:
    • On a 10 or more, your body obeys your will, to the limits of physical possibility (see below), for a moment.
    • On a 7-9, you do it but choose one consequence: suffer 1-harm, take –1 forward, or you need to rest right now.
    • On a miss, something goes horribly wrong.
    ", + "nolimits-advanced": "Advanced: If you advance your no limits move, add this:
    • On a 12 or more, you can continue acting at your body's limits for 30 seconds
    ", + "pastlives": "Past Lives", + "pastlives-move": "When you channel your previous incarnations to discover something, pose your question and roll +Weird:
    • On a 10 or more, a past life has something useful to offer. Ask the Keeper two of the questions below.
    • On a 7-9, a past life has a little experience with this. Ask the Keeper one of the questions below.
    • On a miss, a past life takes over for a while.
    ", + "pastlives-advanced": "Advanced: If you advance your past lives move, add this:
    • On a 12 or more, a past life knows exactly what you were after. Ask the Keeper one of the questions below, and one free-form question. Gain +1 ongoing while acting on the answers.
    ", + "questions": "Questions", + "pastlives-questions": "
    • What did a past life discover about [topic] ?
    • How did a past life deal with [topic]?
    • What important hidden secret can a past life show me the way to?
    • What did a past life learn too late to help them?
    • What does a past life advise me to do now?
    ", + "sensitive": "Sensitive", + "sensitive-move": "When you open up your brain to the psychic environment, roll +Weird:
    • On a 10 or more, you gain a definite impression (a vision, tangible aura, overheard thought, etc) about something important.
    • On a 7-9, you gain a hazy impression about something important.
    • On a miss, your brain makes contact with something dangerous.
    ", + "sensitive-advanced": "Advanced: When you advance your sensitive move, add this:
    • On a 12 or more, you get an impression as for 10 or more, plus you may ask one follow-up question that the Keeper will answer honestly.
    ", + "tyg": "Trust Your Gut", + "tyg-move": "When you consult your instincts about what to do next, roll +Weird:
    • On a 10 or more, the Keeper will tell where you should go. Wherever that is, it will be important. You get +1 ongoing on the way to this place.
    • On a 7-9, the Keeper will tell you a general direction to go. Take +1 forward as you explore that.
    • On a miss, your instincts lead you into danger.
    ", + "tyg-advanced": "Advanced: If you advance your trust your gut move, add this:
    • On a 12 or more, in addition to the usual 10+ result, the Keeper will tell you about one important thing you should investigate further.
    ", + "tk": "Telekinesis", + "options": "Options", + "tk-move": "When you fling something with your mind, roll +Weird:
    • On a 10 or more, you move it. Choose two options and mark 1-harm.
    • On a 7-9, you move it but it hurts. Choose one option and mark 2-harm.
    • On a miss, something goes horribly wrong.
    By default you can move something smaller than a person. You don't have much control, and you can't move it strongly enough to hurt anything.", + "tk-options": "Anything not picked is not true:
    • Something is held fast.
    • Something is hurt (2-harm smash).
    • Something catches fire.
    • You can fling something bigger than a person.
    • You keep it basically under your control.
    • You suffer 1 less harm.
    ", + "tk-advanced": "Advanced:When you advance your telekinesis move, add this:
    • On a 12 or more, choose three options. You may also choose from these advanced options:
      • Something explodes (3-harm close fire area messy)
      • Something implodes (3-harm close crush)
      • Lots of stuff is flying under your control.
      • You have perfect and precise control over exactly what happens.
    ", + "weirdsci": "Weird Science", + "weirdsci-move": "When you create or adapt a device to analyse or deal with strangeness, say what it will do and roll +Weird:
    • On a 10 or more, you pick two requirements.
    • On a 7-9, you pick one requirement and the Keeper picks a second one.
    • On a miss, something goes horribly wrong. You are still able to create your device, but the Keeper picks three requirements.
    ", + "weirdsci-reqs": "
    • It needs a rare and/or weird material.
    • It won't be very reliable.
    • It requires huge amounts of power or fuel.
    • It will take a long time to get it working.
    • It won't work exactly as you intended.
    • You'll need help (beyond the hunters on your team) to finish it.
    ", + "weirdsci-advanced": "Advanced: When you advance your weird science move, add this:
    • On a 12 or more, you gain +1 ongoing when operating the device.
    ", + "other-topics": "Other Topics", + "hunter-agenda": "Hunter Agenda", + "hunter-agenda-list": "
    • Act like you're the hero in this story (because you are).
    • Make your own destiny.
    • Find the damn monsters and stop them.
    • Play your hunter like they're a real person.
    ", + "harm-list": "Whenever you suffer harm, the Keeper will tell you what effect it has. Injury severity depends on how much harm you have suffered:
    • 0-harm wounds have only minor, short term effects.
    • 4-7 harm wounds are serious and unstable. They will get worse unless treated. Mark the \"Unstable\" box.
    • 8-harm or more will kill a normal human, including a hunter.
    Armour reduces the harm suffered by the number of points it is rated for. Monsters may not be defeated until you use their weakness against them, and this applies to some minions as well.", + "recovery": "Recovery", + "harm-recovery": "
    • 0 harm wounds are considered healed right away.
    • 1-3 harm wounds improve when you receive first aid, and later when you rest. Heal 1 when you do.
    • Unstable wounds require first aid to become stable. While unstable, they may get worse.
    • 4+ harm wounds require a healing move, time in an infirmary or hospital, or magical healing.
    At the end of the mystery, you also have a chance to heal.
    • If there is no chance to rest, heal 1 harm.
    • If there is plenty of time, heal all harm.
    ", + "luck-list": "When you spend a point of Luck, pick one:
    • Decrease a wound you have suffered to 0 harm.
    • After you roll, retroactively change the result to a 12.
    When you have no luck left, bad things will happen to you.", + "leveling-up": "Leveling Up", + "leveling-up-ref": "Mark an experience point whenever your roll totals six or less, or when a move tells you to. Whenever you mark the fifth experience box, level up. Erase all five marks and choose an improvement from your list. After you have leveled up five times, you may choose from the advanced improvement list as well.", + "eos": "End of Session", + "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", + "pick-book": "Pick Your Playbook", + "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", + "motw-books": "Monster of the Week Revised Edition Playbooks", + "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", + "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", + "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", + "expert-desc": "The hunter who knows all about monsters and magic. The Expert knows a lot of hidden secrets and how to find out more, and also has a well-supplied base to work from. E.g. Bobby Singer from Supernatural; Rupert Giles from Buffy the Vampire Slayer.", + "flake-desc": "A conspiracy theorist. The Flake is great at finding things out and seeing how the events of separate mysteries are connected. E.g. Agent Mulder or the Lone Gunmen from The X-Files.", + "initiate-desc": "A member of an ancient monster-slaying Sect, trained to fight and use magic. The Initiate is good with magic, and their Sect provides help (and sometimes problems). E.g. The Wardens from The Dresden Files; Annalise from the Twenty Palaces series.", + "monstrous-desc": "A monster fighting for the good guys. The Monstrous is very weird, and can have a variety of different powers based on what monster breed they are. E.g. Angel from Buffy the Vampire Slayer and Angel; Bill Compton from True Blood.", + "mundane-desc": "Just a normal regular person, especially good at dealing with regular people you meet and have to save, and at getting captured by monsters (which can be more useful than you might expect). E.g. Xander or Cordelia from Buffy the Vampire Slayer.", + "professional-desc": "You work for an agency that hunts monsters. The Professional is good in a fight, and a good team player. E.g. Riley and the Initiative from Buffy the Vampire Slayer; Olivia Dunham from Fringe.", + "spellslinger-desc": "A trained wizard, wielding powerful magic in their crusade against evil. The Spell-slinger's arcane training gives them an advantage when dealing with eldritch secrets. E.g. Harry Dresden from The Dresden Files; Willow from Buffy the Vampire Slayer, in the later seasons.", + "spooky-desc": "Has psychic or magical powers. These powers are strange and sinister ... and not completely under the Spooky's control. E.g. Sam Winchester from Supernatural; Willow from earlier seasons of Buffy the Vampire Slayer.", + "wronged-desc": "Revenge-driven, and really tough. The Wronged is all about killing a specific breed of monster and protecting others as you do it. E.g. Dean and John Winchester from Supernatural.", + "tome-books": "Monster of the Week Tome of Mysteries Playbooks", + "gumshoe-desc": "The supernatural is just another case for this private eye to solve. A tough, ethical charmer, this shamus is in the fictional tradition that stretches from classic noir characters like Sam Spade and Philip Marlowe to the modern Jessica Jones and Lisbeth Salander.", + "hex-desc": "A witch motivated by the pursuit of forbidden power, using magic more readily—and more recklessly—than other hunters. E.g. Willow during season six of Buffy the Vampire Slayer.", + "pararomantic-desc": "A hunter with a loving—but difficult—relationship with a supernatural being. Understands monsters' intentions and can earn their trust, but puts their own heart, and even mortality, at risk. E.g. Elena Gilbert from The Vampire Diaries, Belle from Beauty and the Beast.", + "searcher-desc": "After an encounter with weirdness, they dedicated their life to investigating the unexplained. Very strong investigator, especially at working out what sort of thing is going on. Not really a fighter, but has some defensive options. E.g. Roy Neary in Close Encounters of the Third Kind, or (historically) Charles Fort.", + "reinforcements-3pp-books": "Reinforcements and Third Party Playbooks", + "exile-desc": "A monster hunter from the past who has been transported to the present day.", + "hardcase-desc": "The toughest, hardest to kill fighter. E.g. Ray Lilly from the Twenty Palaces series or Owen Pitt from the Monster Hunter International series.", + "luchador-desc": "A heroic masked wrestler, fighting to protect the innocent between matches.", + "meddlingkid-desc": "Jinkies! I think there's something more going on here, and old man Smithers seems to be involved! E.g. Scooby-doo and the Scooby gang.", + "sidekick-desc": "They worship another hunter on the team, and is good at helping them out. And one day, they'll be just as good as their hero. E.g. Garth from Supernatural.", + "snoop-desc": "A journalist looking for the real story behind weird events. Great at finding stuff out, terrible at fighting. E.g. The Ghostfacers from Supernatural.", + "summoned-desc": "A creature summoned to end the world but who has decided they do not want to do that. Lots of weird powers, dangerous, and hard to kill. E.g. Hellboy.", + "traveler-desc": "A time traveler hunting monsters in the modern day in order to save the future. E.g. The Doctor from Doctor Who.", + "byo": "Brew Your Own", + "custom-desc": "A blank shell you can use to create your own", + "your-enemies": "Your enemies", + "your-choice": "Your choice", + "restrictions": "Restrictions", + "attack-spells": "Attack Spells", + "possible-contacts": "Possible Contacts", + "playbook-name": "Playbook Name", + "hit": "Hit", + "success": "Success", + "mixed": "Mixed Success", + "advsuccess": "Advanced Success", + "treat-regular": "Treat as a regular success if you do not have the advanced improvement for this move.", + "mark-xp-remind": "Make sure to mark experience!", + "combat-magic-description1": "You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough.", + "combat-magic-description2": "Sometimes you may need to act under pressure to cast your spells without problems.", + "history-prompts": "History Prompts", + "chosen-hx": "
    • You are close blood relations. Ask them exactly how close.
    • They are destined to be your mentor. Tell them how this was revealed.
    • Your best friend in the world, who you trust totally.
    • A rival at first, but you came to a working arrangement.
    • Romantic entanglement, or fated to be romantically entangled.
    • Just friends, from school or work or something. Ask them what.
    • They could have been the Chosen One instead of you, but they failed some trial. Tell them how they failed.
    • You saved their life, back when they didn’t know monsters were real. Tell them what you saved them from.
    ", + "crooked-hx": "
    • This hunter knows about your criminal past. Tell them what crimes they saw you commit.
    • This hunter was there when you decided to give up the life and hunt monsters instead. Work out together what happened.
    • This hunter is your younger sibling or child (possibly adopted). You look out for them.
    • This hunter is a cousin or more distant relative.
    • This hunter saved your life when a monster had the drop on you. Now you owe them one.
    • This hunter worked with you on a semi-legal or illegal job. Work out what it was.
    • This hunter is your moral compass. When you talk over things with them, their advice keeps you on the straight and narrow.
    • You’re powerfully attracted to this hunter. Maybe someday you’ll deserve them.
    ", + "divine-hx": "
    • If you are protecting another hunter as your mission, tell them this: You have a crucial role in what is to come. I am here to guide and defend you.
    • They should not be involved in this situation: the prophecies didn’t mention them at all. This gets your attention but you don’t know what it means yet.
    • They are, at heart, a good and righteous person. You must help them stay that way.
    • They are an abomination, and should be destroyed. Except you can’t–work out with them why not.
    • Their prayer (perhaps an informal or even unconscious prayer) summoned you.
    • They fill you with feelings of sexual infatuation. You are confused by the associated mortal emotions.
    • They saved your life, and you understand (intellectually at least) that you owe them for it.
    • They’re the person you go to for advice on mortal stuff (e.g sex, food, drugs, television, etc).
    ", + "exile-hx": "
    • They are a distant descendant of your family line.
    • They belong to an organisation that existed in your home time. Decide between you what your relationship was with that group, and how you'll be remembered by them.
    • They showed understanding when you were confused and overwhelmed.
    • When you met, you immediately liked and respected each other.
    • They possess a message or item left for you from your comrades in the past. Ask them to tell you what it is and how it came into their possession.
    • They had a vision, premonition, or prophecy that mentioned your exile. Tell them what the vision showed them about you.
    • You both became hunters because of the same sort of monster attacked you or your kin. Decide between you what it was.
    • They were the first person to take you in, explain the modern world, and learn about your origins. Work out how you managed to communicate (perhaps you speak a common language, or ancient and modern versions of the same one).
    ", + "expert-hx": "
    • They are your student, apprentice, ward, or child. Between you, decide which.
    • They came to you for advice, and your advice got them out of trouble. Ask them what the trouble was.
    • They know about some of your dark secrets, but they’ve agreed to keep quiet about them. Tell them what they know.
    • A distant relation. Tell them exactly what.
    • You were previously both members of an eldritch group, now disbanded. Ask them why they left, then tell them why you did.
    • They once helped you get a singular item that is now part of your haven. Tell them what it was.
    • You were taught by the same master. Ask them how it ended.
    • You saved their life in a tight spot. Tell them what happened.
    ", + "flake-hx": "
    • They’re somehow tied into it all. You’ve been keeping an eye on them.
    • They’re a close relative. Ask them to decide exactly what.
    • Old friends, who originally met through a long chain of coincidences.
    • You went through hell together: maybe a monster, maybe military service, maybe time in an institution. Whatever it was, it bound you together, and you have total trust in each other.
    • Members of the same support group.
    • Fellow freaks.
    • The signs all pointed to working together. So you found them and now you work together.
    • You know each other through cryptozoology and conspiracy theory websites.
    ", + "gumshoe-hx": "
    • You are on the same (or rival) bowling teams. Ask them what bowling-related disagreement rubbed them the wrong way.
    • You caught them committing a crime but let them go. Ask them to describe the crime, then you explain why your Code required you to look the other way.
    • They remind you of a former partner who was mysteriously murdered. Describe the unsolved case that killed your partner and how you hope to solve it.
    • You first approached them for help on a case. Describe the case. Ask them to describe the key expertise they provided that solved that mystery.
    • You were friends back in training, before you became a private investigator. This could be military, law enforcement, or whatever—decide the details between you.
    • Ask them if they live by a code and what it is. If you approve of the code, you’ve always respected them. If not (or if they don’t have a code), you’ve never trusted them.
    • They hired you for a job but you were too drunk or high to take it. Ask them what they wanted, then tell them how you brushed them off.
    • You first met on an unsolved crimes website. Decide together what infamous crime fascinates you both.
    ", + "hardcase-hx": "
    • They're blood kin – a sibling (usually younger) or parent. Ask them how you fit into the family.
    • You beat the tar out of them one time. Ask them why. Then tell them why you work together now.
    • They saw you lose control one time and go on a rampage. Tell them what triggered it, then ask them what you did.
    • You respect each other as comrades-in-arms: the two toughest bastards in this outfit.
    • You respect their brains – someone with that many ideas, you want them on your side.
    • Friends from your time as a soldier/cop/mob enforcer/fight club/etc. Decide between you exactly where you became friends.
    • Romantically involved or you have an unrequited crush on them. Ask them which it is.
    • You would have gone to Jesus this one time, but they patched you up in time to keep you alive.
    ", + "hex-hx": "
    • You once cast a powerful spell or curse on them. Tell them why, and ask them how it ended.
    • They fear your power, or what you might do with it. Ask them why.
    • You’re madly in love with them. Ask them if they can tell.
    • They encourage you to indulge your temptation. Ask them why.
    • They keep you grounded, and are unfazed by your displays of power.
    • You were part of the same cult, sect, or secret society. Decide together what horrible things you did in the name of power.
    • You learned through divination that they’re important and you should help them. Decide whether you’ve told them or not.
    • They helped you out when a spell went awry. Tell them what the spell was, and ask them how they helped you.
    ", + "initiate-hx": "
    • They are a lay member of your Sect.
    • You fought together when the tide of monsters seemed unstoppable. Ask them how it went.
    • Friends, but they first met you under your cover identity, and learned about the Sect later. Ask how they feel about that.
    • They are your close relative, or partner/spouse. Decide between you exactly what the relationship is.
    • Fellow ancient weapons/martial arts club members.
    • They’re described in the prophecies, but the role they will play isn’t stated.
    • An ex-member of the Sect, but still friends. Ask them why they left or got thrown out
    • You met researching mystical weirdness, and you’ve been occult comrades ever since.
    ", + "luchador-hx": "
    • Close relations. Tell them exactly how you're related.
    • You are (or were) rivals in the ring, while working together as hunters.
    • Romantically involved, or you just have a crush on them. Ask them which they prefer.
    • They are a huge fan of your wrestling. Ask them why.
    • Good friends. Decide between you if it's from way back, or recently.
    • They know your real name and personality, as well as your wrestling persona. Decide between you why that is.
    • They trained together with you a long time ago. Ask them why they choose a different path.
    • You helped them when they had a moment of weakness. Ask them what it was, exactly.
    ", + "meddlingkid-hx": "
    • A cousin, aunt, or uncle. Decide between you what makes sense.
    • You're uncomfortable with their “kill all monsters” attitude.
    • You have an unrequited crush on them.
    • School friends.
    • Mutual respect, as you are both expert mystery-solvers.
    • They know why you don't really believe in monsters. Tell them what they found out about your past.
    • When you saw your first “monster”, they explained what was going on. You may not
    • believe everything they believe, but you appreciate that they mean well.
    • You stopped them attacking the wrong person one time, when they thought it was a monster.
    ", + "monstrous-hx": "
    • You lost control one time, and almost killed them. Ask them how they stopped you.
    • They tried to slay you, but you proved you’re on the side of good. Ask them what convinced them.
    • You are romantically obsessed with them. Ask them if they know, and if they reciprocate.
    • Close relations, or a distant descendant. Tell them which.
    • You saved them from another of your kind, and prevented reprisals against that individual creature (maybe it’s another good one, or maybe it has a hold over you).
    • They are tied to your curse or origin. Tell them how.
    • You fought together against the odds, and prevailed.
    • They saved you from another hunter who was prepared to kill you. Ask them what happened.
    ", + "breed-suggestions": "Breed Suggestions", + "breed-suggestions-list": "
    • Vampire: Curse: feed (blood or life-force). Natural attacks: Base: life-drain or Base: teeth; add +1 harm to base attack. Moves: immortal or unquenchable vitality; mental domination.
    • Werewolf: Curse: vulnerability (silver). Natural attacks: Base: claws; Base: teeth. Moves: shapeshifter (wolf and/or wolfman); claws of the beast or unholy strength.
    • Ghost: Curse: vulnerability (rock salt). Natural attacks: Base: magical force; add hand range to magical force. Moves: incorporeal; immortal.
    • Faerie: Curse: pure drive (joy). Natural attacks: Base: magical force; add ignore-armour to magical force. Moves: flight; preternatural speed.
    • Demon: Curse: pure drive (cruelty). Natural attacks: Base: claws; +1 harm to claws. Moves: dark negotiator; unquenchable vitality.
    • Orc: Curse: dark master (the orc overlord). Natural attacks: Base: teeth; add ignore-armour to teeth. Moves: Unholy strength; dark negotiator.
    • Zombie: Curse: pure drive (hunger), feed (flesh or brains). Natural attacks: Base: teeth; +1 harm to teeth. Moves: immortal; unquenchable vitality.
    ", + "mundane-hx": "
    • You are close relations. Tell them exactly how you’re related.
    • Initially rivals, you both now respect each others’ talents.
    • Romantically involved, or you just have a crush on them. Ask them which they prefer.
    • They’re your hero, exactly the kind of monster hunter you aspire to be. Tell them why you worship them.
    • Good friends. Tell them if it’s from way back, or recently.
    • You’re a bit suspicious of them (maybe due to their unnatural powers or something like that).
    • They introduced you to the existence of monsters. Tell them how you feel about that.
    • You saved their life from a monster due to an unlikely chain of events. Tell them what.
    ", + "pararomantic-hx": "
    • Your best friend in the world. You trust them totally.
    • You are blood-kin. Decide your exact relationship together.
    • Your ex. Ask them why you aren’t together anymore.
    • Romantic entanglement, or fated to be romantically entangled.
    • They know about some of your dark secrets, but they’ve agreed to keep quiet about them. Tell them what they know.
    • An old rivalry has turned into a tight friendship. Ask them what (or who) you once fought over.
    • Mentor from another life. Ask them what they taught you.
    ", + "professional-hx": "
    • Your relationship with them has romantic potential. So far it hasn’t gone further.
    • They’re on the Agency’s watch list, and you’ve been keeping an eye on them.
    • You are related. Tell them how close.
    • You met on a mission and worked together unofficially. And successfully.
    • They’ve worked with the Agency before, and they’re well regarded.
    • You were friends back in training, before the Agency recruited you. This could be military, law enforcement, or some weirder school: decide the details between you.
    • They pulled you (and maybe your team) out of a terrible FUBARed mission.
    • You got sent to “deal with them” as a hazard to the Agency’s policies one time. Tell them how you resolved this.
    ", + "searcher-hx": "
    • In your researches, you found accounts (and pictures) of someone matching their description perfectly, but long before they were born. Tell them if you have mentioned this.
    • A relative. Decide between you how close.
    • They were involved in a supernatural event similar to your first encounter. Perhaps it was the same event, or perhaps you investigated their event later. Ask them how the event affected them.
    • You figured out a supernatural or weird secret they keep. Ask them what it is.
    • You met when you were each investigating seperate mysteries. Tell them what trick you used to protect them from weirdness and ask them how they saved you from a danger.
    • You’re both veterans of a therapy or support group or a treatment program. Work out the details between you.
    • Some creature or force is stalking them. Ask them what it is. Then decide if you’ve told them about it or if they are still happily unaware.
    • You found their pet when it went missing. Where had it gone?
    ", + "sidekick-hx": "
    • This hunter is your hero (you've picked some specific details already).
    • You are a bit jealous of this hunter because of their relationship with your hero.
    • You have feelings for this hunter, but you need to become a true hero before you are worthy of their love.
    • You have been friends for years – decide between you when and where you originally met.
    • You bonded almost instantly after defeating a monster together, the first time you worked as a team. Decide the details between you.
    • This hunter knew you back when you were a nobody. Tell them something about the person you used to be, something you're now ashamed of.
    • When you first became a hunter, you weren't sure what to do. This hunter introduced you to your hero.
    • They saved your life when you were distracted, or maybe you couldn't get it together to fight back. You owe them one. Tell them the circumstances.
    ", + "snoop-hx": "
    • You have a crush on them. Ask them if they've noticed.
    • You're best friends from school/university (film class, maybe?).
    • You met when they killed the monster you were doing a story on.
    • ... missed a kill because of something you did. Ask them what you screwed up.
    • ...were in danger of some unhelpful publicity, but you got the story killed.
    • ...saved your ass when you did something stupid. Ask them what you did.
    • ...is a huge fan of your work. Ask them if they keep quiet about it or if everyone knows.
    • Relations, close or distant. Decide between you which.
    ", + "spellslinger-hx": "
    • They act as your conscience when the power goes to your head. Ask them about the last time this happened.
    • Blood relation, though you were out of contact for years. Ask them how they reconnected with you.
    • Mentor from another life. Ask them what they taught you.
    • Your magic-fueled rescue of them introduced them to the supernatural. Tell them what creature was after them.
    • An old rivalry has turned into a tight friendship. Tell them what you once fought over.
    • You thought they were dead, and now they’re back. What “killed” them?
    • They’re an on-again/off-again love interest. Ask them what keeps you apart. Tell them what keeps you together.
    • A comrade-in-arms. You’ve faced the biggest threats together.
    ", + "spooky-hx": "
    • They taught you to control your powers, to the extent that you can control them at all.
    • You are blood-kin. Decide together exactly what.
    • You are married, or romantically involved. Decide between you the exact relationship.
    • You’re old friends, and trust each other completely.
    • You used your powers on them one time. Decide if it was for selfish reasons or not, and tell them if they found out about it.
    • You’ve known each other some time, but since your powers manifested, you keep them at a distance emotionally.
    • You hope they can help you control your powers.
    • They saw you use your powers for selfish or vindictive reasons. Ask them who the victim was, and then tell them what you did.
    ", + "summoned-hx": "
    • ... was there when you were summoned. Ask them who the summoners were.
    • ... sees your human side. Ask them why.
    • You could probably take this hunter in a fight, but you’re not certain. Together, decide when the last time you threw down was, and what interrupted your fight.
    • Romantic obsession on your part. Ask them if they know about it, and if they reciprocate it.
    • ... is tied into your destiny somehow. Tell them how they fit into your first sign of the Apocalypse.
    • ... saved your ass when the shit went down. Ask them how.
    • You met while separately hunting a monster. Ask them why you now work together.
    • ...is your good friend. Tell them if it's from way back, or recently.
    • ...you are suspicious about their motives. Ask them what they did that gave you doubts about them.
    ", + "traveler-hx": "
    • They saw you coming from the future and thought you were one of the villains. Ask them how you convinced them.
    • They taught you how to manage in the “modern world.” You still have trouble understanding how everything works, but they’re here to help.
    • They’re one of your ancestors. Tell them how you’re related.
    • They help you deal with the supernatural by trying to get you out of your over reliance on technology.
    • They’re an excellent travel companion. You hope to one day be able to take them to your era and show them the future.
    • They remind you of a loved one from your era. You will protect them at all costs.
    • An eternally platonic romance. The two of you would make a great couple but you don’t want to get too involved in this era.
    • They understand you perfectly, as if they came from the same era as you. This is comforting and gives you total confidence in them.
    ", + "wronged-hx": "
    • They helped you at a critical point in your quest for revenge. Tell them what you needed help with.
    • They stood between you and what you needed to find out. Ask them why.
    • They also lost a friend or relative to these monsters. Ask them who it was.
    • Relations, close or distant. Tell them exactly what.
    • You saved their life, back when they were a pathetic newbie hunter. Ask them what you saved them from.
    • You respect their hard-earned knowledge, and often come to them for advice.
    • They showed you the ropes when you were learning how to fight.
    • They saw you absolutely lose it and go berserk. Tell them what the situation was, and ask them how much collateral damage you caused.
    ", + "end_newstuff": "" +} diff --git a/Monster of the Week Official/translations/es.json b/Monster of the Week Official/translations/es.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/es.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/fr.json b/Monster of the Week Official/translations/fr.json new file mode 100644 index 0000000000..28548c1e7e --- /dev/null +++ b/Monster of the Week Official/translations/fr.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "Version de la Fiche", + "character-name": "Nom", + "character-gender": "Genre", + "playbook": "Archétype", + "playbook-choice": "Choisissez votre archétype", + "character-look": "Apparence", + "select-text": "Choisissez un Playbook ci-dessus pour démarrer", + "stats": "Caractéristiques", + "charm": "Charme", + "cool": "Cool", + "sharp": "Futé", + "tough": "Coriace", + "weird": "Bizarre", + "luck": "Chance", + "luck-description": "Cochez Chance pour transformer un jet de dés que vous venez d'effectuer en 12 ou réduire une blessure que vous venez de subir à 0 dégât.", + "okay": "Okay", + "doomed": "Poisse", + "special": "Spécial", + "harm": "Dégats", + "dying": "Mourant", + "unstable": "Instable", + "experience": "Prendre du galon", + "experience-description": "Cochez Expérience quand vous effectuez un jet de dés et obtenez un total de 6 ou moins, ou quand une manoeuvre vous enjoint de le faire.", + "xp-description": "Dès que vous avez coché cinq cases d'expérience, vous prenez du galon. Effacez le contenu des cases et choisissez une Amélioration.", + "other-moves": "Autres manoeuvres", + "gear": "Équipement", + "other-gear": "Autre équipement", + "improvements": "Améliorations", + "improvements-description": "Dès que vous avez coché 5 cases d'expérience, choisissez une amélioration parmi les suivantes : (Conservez vos choix cochés)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gagnez un allié", + "playbook-move": "Prenez une manoeuvre d'un autre livret.", + "advanced-improvements": "Après avoir pris du galon 5 fois, vous pouvez aussi choisir parmi les améliorations avancées ci-dessous.", + "rating": "à une caractéristique", + "new-playbook": "Changez d'archétype", + "second-hunter": "Créez un second chasseur pour le jouer en plus de celui-ci.", + "basic-moves": "Cochez deux de vos manoeuvres de base comme avancées.", + "retire": "Retraite méritée.", + "erase-luck": "Effacez une case Chance", + "after-getting-improvement": "À utiliser après avoir acquis l'amélioration correspondante", + "history": "Histoire et Notes", + "pick-one": "Choisissez 1", + "pick-two": "Choisissez 2", + "pick-three": "Choisissez 3", + "moves": "Manoeuvres", + "1-fixed-move": "Vous gagnez celle-ci", + "2-fixed-moves": "Vous gagnez ces deux suivantes", + "1-move": "Choisissez-en une parmi les suivantes", + "2-moves-then": "Puis, choisissez-en deux", + "2-moves": "Choisissez-en deux parmi les suivantes", + "3-moves-then": "Puis, choisissez-en trois", + "3-moves": "Choisissez-en trois parmi les suivantes", + "choose": "choisissez", + "one": "un", + "two": "deux", + "three": "trois", + "the-chosen": "L'Élu", + "the-crooked": "Le Vaurien", + "the-divine": "Le Divin", + "the-expert": "L'Expert", + "the-flake": "Le Parano", + "the-initiate": "L'Initié", + "the-monstrous": "Le Monstre", + "the-mundane": "L'Ordinaire", + "the-professional": "Le Professionnel", + "the-spellslinger": "Le Magicien", + "the-spooky": "L'Épouvantail", + "the-wronged": "Le Vengeur", + "the-gumshoe": "Le détective", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Mysteries", + "reinforcements": "Renforts", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "L'Élu", + "luck-special-chosen": "Quand vous dépensez un point de Chance, le Gardien fait intervenir votre destinée.", + "your-fate": "Votre Destinée", + "fate-description": "Il vous appartient de décider ce que vous réserve le destin. Choisissez la façon dont vous l'avez découvert dans la liste ci-dessous. Comment vous l'avez découvert", + "fate-unfold": "Puis choisissez deux traits d'héroïsme et deux traits de ruine dans les listes ci-dessous. C'est la façon dont votre destin va se dérouler. Rien ne vous empêche de choisir des traits contradictoires ; cela signifie simplement que vous êtes tiraillé par le destin.

    Chaque fois que vous cochez une case de Chance, le Gardien vous livre aux griffes du destin.", + "heroic": "Héroïsme", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "Vous êtes le Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Enseignements secrets", + "fate-heroic5": "Pouvoirs magiques", + "fate-heroic6": "Héritage mystique", + "fate-heroic7": "Une vie normale", + "fate-heroic8": "Amour sincère", + "fate-heroic9": "Vous pouvez sauver le monde", + "fate-heroic10": "Alliés cachés", + "fate-heroic11": "La fin des monstres", + "fate-heroic12": "Aide divine", + "doom": "Ruine", + "fate-doom1": "Mort", + "fate-doom2": "Vous ne pouvez pas sauver tout le monde", + "fate-doom3": "Amour impossible", + "fate-doom4": "Échec", + "fate-doom5": "Un ennemi juré", + "fate-doom6": "Pas de vie normal", + "fate-doom7": "Perte d'êtres chers", + "fate-doom8": "Trahison", + "fate-doom9": "Doute", + "fate-doom10": "Connivence avec l'ennemi", + "fate-doom11": "Damnation", + "fate-doom12": "Hôte de Monstres", + "fate-doom13": "La fin des temps", + "fate-doom14": "La source du mal", + "chosen-fixed1": "Jouet du destin : Au début de chaque mystère, lancez 2D+Bizarre pour voir ce qui est révélé concernant votre avenir immédiat. Sur un 10+, le Gardien vous dévoile un détail utile sur le prochain mystère. Sur un 7-9, vous n'obtenez qu'un vague indice. En cas d'échec, vous allez avoir de sérieux ennuis.", + "chosen-fixed2": "Je suis ici pour une bonne raison : Vous êtes destiné à quelque chose de bien précis. Fignolez les détails avec le Gardien en fonction de votre destinée. Vous ne pouvez pas mourir avant que l'événement en question ne se déroule. Si vous mourez au cours du jeu, vous devez dépenser un point de Chance. D'une manière ou d'une autre, vous vous remettrez ou serez tout simplement rappelé à la vie. Une fois votre mission réussie (ou votre capital Chance épuisé), les paris sont ouverts.", + "chosen-move1": "Entrée en fanfare : Quand vous faites une entrée flamboyante dans une situation dangereuse, lancez 2D+Cool. Sur un 10+, chacun s'immobilise pour vous regarder et vous écouter jusqu'à ce que vous ayez terminé votre discours 'inaugural'. Sur un 7-9, choisissez une personne ou un monstre, qui se fige, vous regarde et écoute jusqu'à ce que vous ayez fini de parler. En cas d'échec, tous les ennemis présents vous considèrent comme la pire menace qui pèse sur eux.", + "chosen-move2": "Dévastateur : Quand vous infligez des dégâts, vous pouvez infliger +1 dégât.", + "chosen-move3": "Consciencieux : Quand votre destinée montre sa vilaine tête et que vous agissez conformément à un de vos traits de destinée (fût-il d'héroïsme ou de ruine), cochez de l'expérience. S'il s'agit d'un trait d'héroïsme, gagnez +1 temporaire.", + "chosen-move4": "Invincible : Considérez que vous avez toujours armure 2 (non cumulable avec d'autres protections).", + "chosen-move5": "Resilience : Vous guérissez plus vite que les gens normaux. Chaque fois que vous effacez des dégâts parce que vous recevez des soins, effacez 1 dégât supplémentaire. En outre, vos blessures comptent comme 1 dégât de moins au regard des manœuvres", + "chosen-gear1": "Équipement de protection offrant une armure 1", + "optional": "optionelle", + "chosen-gear2": "Votre arme spéciale", + "chosen-special-descrip": "Créez votre arme en choisissant une Forme et trois Options opérantes (ajoutées aux traits de base), ainsi qu’un matériau.", + "form": "Forme", + "chosen-gear3": "Bâton (1 dégât, allonge/proche)", + "chosen-gear4": "Arme à deux mains (2 dégâts, allonge, lourd)", + "chosen-gear5": "Arme à une main (1 dégât, allonge, équilibré)", + "chosen-gear6": "Chaîne (1 dégât, allonge, zone)", + "business-end": "Options opérantes", + "chosen-gear7": "Artefact (+magique)", + "chosen-gear8": "Pointes (+1 dégât, +sanglant)", + "chosen-gear9": "Lame (+1 dégât)", + "chosen-gear10": "Lourd (+1 dégât)", + "chosen-gear11": "Long (+proche)", + "chosen-gear12": "Lançable (+proche)", + "chosen-gear13": "Chaîne (+zone) ", + "material": "Matériau", + "material-desc": "(+acier, +fer froid, +argent, +bois, +pierre, +os, +dents, +obsidienne, ou tout ce qui vous passe par la tête)", + "chosen-advance1": "Supprimez un de vos traits de ruine et (si vous le souhaitez) un de vos marqueurs d'héroïsme. Vous avez modifié cet aspect de votre destinée.", + "Crooked": "Vaurien", + "luck-special-Crooked": "Quand vous dépensez un point de Chance une connaissance passée va réapparaître dans votre vie. Très bientôt.", + "background": "Background", + "background-description": "Avant de devenir un chasseur de monstres, vous aviez un boulot pas très légal. Que faisiez-vous exactement ?", + "background1": "Voyou : Vous pouvez utiliser Coriace au lieu de Charme pour manipuler quelqu’un en le menaçant de le frapper.", + "background2": "Cambrioleur : Quand vous entrez par effraction dans un endroit sûr, lancez 2D+Futé. Sur un 10+, choisissez trois avantages ; sur un 7-9, choisissez-en deux :", + "background2.1": "Vous entrez sans vous faire remarquer", + "background2.2": "Vous ressortez sans vous faire remarquer", + "background2.3": "Vous ne laissez pas le bazar derrière vous", + "background2.4": "Vous trouvez ce que vous étiez venu chercher", + "background3": "Escroc : Quand vous êtes sur le point de manipuler quelqu’un, vous pouvez demander au Gardien : « Qu’est-ce qui convaincra cette personne de faire ce que je veux ? » Le Gardien doit alors vous répondre honnêtement, mais peut omettre certaines choses.", + "background4": "Combinard : Si vous avez besoin d’acheter quelque chose, de vendre quelque chose ou d’engager quelqu’un, lancez 2D+Charme. Sur un 10+, vous connaissez la personne qu’il vous faut. Sur un 7-9, vous connaissez la seule personne qui colle, mais il y a une complication. Au choix :", + "background4.1": "Vous avez une dette envers elle", + "background4.2": "Elle vous entube", + "background4.3": "Vous l’entubez", + "background4.4": "En cas d’échec, la seule personne qui peut vous aider vous déteste par-dessus tout.", + "background5": "Assassin : Quand vous tirez pour la première fois sur une personne qui ne se doute de rien, infligez-lui +2 dégâts.", + "background6": "Charlatan : Quand vous voulez que les gens croient que vous avez recours à la magie, lancez 2D+Cool. Sur un 10+, votre public est captivé et totalement berné par votre illusion. Sur un 7-9, vous faites quelques erreurs, qui n’ont peut-être pas échappé à quelqu’un. ", + "background6.1": "Vous pouvez également manipuler quelqu'un en lui disant la bonne aventure. Dans ce cas, demandez gratuitement : \" Qu’espèrent-ils à l’instant même ? \" (y compris en cas d’échec).", + "background7": "Pickpocket : Quand vous volez un objet de petite taille, lancez 2D+Charme. Sur un 10+, vous parvenez à vos fins et votre victime ne s’aperçoit de rien. Sur un 7-9, vous ratez votre coup, vous mettez la main sur le mauvais objet, ou votre victime ne vous oubliera pas de sitôt (au choix).", + "crooked-move1": "Artefact : Vous avez « découvert » un artefact magique aux pouvoirs bien pratiques. Au choix : Amulette de protection (armure 1, magique, rechargement), Porte-bonheur (peut être utilisé comme un point de Chance, mais une seule fois), Grimoire (l’étude de l’ouvrage confère +1 temporaire pour utiliser la magie), Passe-partout (ouvre toute serrure verrouillée magiquement), Pierre du diablotin (un démon mineur sert le détenteur de l’objet ; il doit être invoqué avec la manœuvre utiliser la magie )", + "crooked-move2": "Équipe : Vous disposez d’un groupe de trois ou quatre personnes qui peut vous aider en toutes circonstances. Gérez la comme une \"Equipe\" (cf page 122).", + "crooked-move3": "Pacte avec le diable : Vous avez vendu votre âme au diable (ou un équivalent). Choisissez une ou deux choses que vous avez reçues en échange : richesse, célébrité, jeunesse, sexe, perfectionnement (ajoutez +1 à deux caractéristiques). Le paiement s’effectuera à votre mort, dans six mois (si vous avez choisi deux choses) ou dans un an.", + "crooked-move4": "Amis flics : Vous connaissez quelques flics susceptibles de fermer les yeux ou de vous rendre service en échange d’une rétribution. Vous pouvez agir sous pression pour entrer en contact avec eux quand vous avez besoin de détourner l’attention des forces de l’ordre. Leur intervention a un prix, même s’ils ne vous demandent pas tout de suite de leur renvoyer l’ascenseur.", + "crooked-move5": "Intronisé : Vous faites partie d’un gang. Nommez-le et décrivez en quoi ses agissements sont liés à votre background. Vous pouvez faire appel aux membres du gang, mais il faudra les payer. Vos chefs vous demanderont également de leur rendre des services, contre lesquels ils vous payeront eux aussi. Le gang est prêt à fermer les yeux sur certaines choses, mais mieux vaut ne pas essayer de l’entuber.", + "crooked-move6": "Chauffeur : Vous gagnez +1 constant quand vous conduisez et pouvez faire démarrer n’importe quoi (plus c’est vieux, moins vous aurez besoin d’outils pour cela). Vous possédez aussi deux véhicules accessibles et courants (une voiture de sport et une fourgonnette, par exemple).", + "crooked-move7": "Terrain connu : Votre équipe prend soin des habitants du coin, assure leur sécurité, veille à ce qu’il ne leur arrive rien. Quand vous revenez dans votre ancien quartier, vous trouvez toujours des gens prêts à vous cacher ou vous rendre de menus services sans poser de questions.", + "crooked-move8": "Sale réputation : Votre passé criminel vous vaut une mauvaise réputation. Quand vous révélez qui vous êtes, votre réputation terrifiante compte comme une raison pour que les gens fassent ce que vous leur demandez dans le cadre de la manœuvre\nmanipuler quelqu’un. Bien évidemment, le fait de révéler votre identité peut vous attirer des problèmes ultérieurement.", + "crooked-weapon": "Armes préférées", + "crooked-gear1": "Revolver .22 (1 dégât, proche, rechargement, petit)", + "crooked-gear2": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "crooked-gear3": "9 mm (2 dégâts, proche, bruyant)", + "crooked-gear4": "Fusil à pompe (3 dégâts, proche, sanglant)", + "crooked-gear5": "Fusil de chasse (2 dégâts, loin, bruyant)", + "crooked-gear6": "Couteau de chasse (1 dégât, allonge)", + "crooked-gear7": "Batte de baseball (1 dégât, allonge)", + "crooked-gear8": "Pistolet-mitrailleur (2 dégâts, proche, rechargement, zone)", + "crooked-gear9": "Fusil d'assaut (3 dégâts, proche/loin, zone)", + "heat": "Pression", + "heat-description": "Vous n’en êtes pas arrivé là sans vous faire quelques ennemis.", + "pick-heat": "Choisissez au moins deux options et nommez les personnes impliquées.", + "heat1": "Un officier de police a décidé de vous mettre sur la touche.", + "heat2": "Vous avez un rival de votre background qui ne rate jamais une occasion de vous enfler.", + "heat3": "Vous avez mis en rogne un criminel notoire qui est maintenant prêt à tout pour vous anéantir.", + "heat4": "Vous avez profité d'une personne ou d'un monstre qui possède des pouvoirs spéciaux.", + "heat5": "Vous avez trahi un ancien partenaire au beau milieu d’une mission.", + "underworld": "Les « bas-fonds »", + "underworld-description": "Choisissez comment vous avez découvert les véritables bas-fonds.", + "underworld1": "La cible d’une mission était une dangereuse créature (Au choix : un vampire, un loup-garou, un troll, un reptiloïde, etc).", + "underworld2": "Vous avez travaillé avec quelqu’un qui était plus qu’il n’y paraissait (Au choix : un sorcier, un démon, une fée, un médium, etc).", + "underworld3": "Vous avez été engagé par une entité complètement dingue (Au choix : un immortel, un dieu, une puissance extérieure, une sorcière, etc).", + "underworld4": "Tout est parti en vrille lors d’une mission. Vous êtes notamment tombé (mais cela ne s’arrête pas forcément là) sur : une horde de\ngobelins, une nuée de goules, un dévoreur de rêves, etc.", + "crooked-ally": "un ancien membre de votre équipe", + "crooked-advance1": "Retrouvez un vieux paquet de fric, de quoi vivre dans l’insouciance pendant un an ou deux.", + "Divine": "Divin", + "luck-special-divine": "Quand vous dépensez un point de Chance, vous apprenez que votre mission nécessite une intervention risquée de votre part, urgemment.", + "your-mission": "Votre Mission", + "mission-description": "Vous avez été envoyé sur Terre pour une bonne raison", + "mission1": "Vous êtes là pour déjouer les machinations d’un Adversaire.", + "mission2": "La fin des temps approche. Votre rôle est de guider ces chasseurs et d’éviter l’apocalypse.", + "mission3": "La fin des temps approche. Votre rôle est de guider ces chasseurs et de provoquer l’apocalypse.", + "mission4": "Vous êtes en exil. Vous devez œuvrer pour la cause du Bien sans attirer l’attention de vos frères et sœurs, qui sont bien décidés à vous exécuter pour vos crimes.", + "mission5": "Un des autres chasseurs a un rôle crucial à jouer dans les événements à venir. Vous devez le préparer à assumer son rôle et le protéger à tout prix.", + "divine-move1": "Maître de l’au-delà : Au début de chaque mystère, lancez 2D+Bizarre. Sur un 10+, vos supérieurs vous demandent d’exécuter une tâche simple. Sur un 7-9, la mission est compliquée ou difficile. Dans tous les cas, posez-leur une question de la manœuvre enquêter sur un mystère sur-le-champ. En cas d’échec, il vous est demandé de faire quelque chose de terrible. Si vous ne faites pas ce qui vous a été ordonné, vous ne pouvez plus utiliser cette manœuvre jusqu’à ce que vous ayez racheté votre échec.", + "divine-move2": "Ailes d’ange : Vous pouvez vous rendre instantanément en n’importe quel endroit que vous avez déjà visité ou jusqu’à une personne que vous connaissez bien. Quand vous portez une ou deux personnes, lancez 2D+Bizarre. Sur un 10+, vous vous rendez tous où vous le souhaitiez. Sur un 7-9, vous n’y parvenez pas. Vous êtes séparés, ou vous réapparaissez au mauvais endroit.", + "divine-move3": "Ce dont j’ai besoin, quand j’en ai besoin : vous pouvez ranger un petit objet qui vous appartient dans un espace magique auquel nul ne peut accéder. Vous pouvez y récupérer ce que vous y avez mis à tout moment ; l’objet apparaît alors dans votre main.", + "divine-move4": "Châtiment : Votre corps et votre arme divine comptent toujours comme une faiblesse contre les monstres que vous combattez. Vos attaques à mains nues prennent la forme suivante : 2 dégâts, personnel/allonge, sanglant.", + "divine-move5": "Apaisement : Quand vous parlez à quelqu’un d’une voix calme pendant quelques secondes, vous l’apaisez, refoulez sa panique, sa colère ou toute autre émotion négative. Cette manœuvre fonctionne même si la source de l’émotion est encore présente tant que votre voix est audible.", + "divine-move6": "Imposition des mains : Vous soignez les blessures et les maladies d’un simple contact. Quand vous imposez vos mains sur une personne blessée, lancez 2D+Cool. Sur un 10+, soignez 2 dégâts ou une maladie, et la cible est stabilisée. Sur un 7-9, vous soignez 2 dégâts ou une maladie comme sur un 10+, mais vous en faites les frais. En cas d’échec, votre aura lui inflige 1 dégât supplémentaire.", + "divine-move7": "Rejet du mal : Vous pouvez bannir une créature surnaturelle. Lancez 2D+Coriace. Sur un 10+, la cible est bannie. Sur un 7-9, l’opération demande un peu de temps, si bien que la créature a le temps d’effectuer une ou deux actions. Dans tous les cas, la créature bannie ne subit pas de blessures, et vous n’avez aucun contrôle sur l’endroit où elle se rend. Cette manœuvre peut être utilisée sur les chasseurs surnaturels (comme le Monstre). En cas d’échec, quelque chose l’empêche de partir. Pas de chance.", + "divine-weapon": "Une Arme Divine", + "divine-armour": "Armure divine (armure 1, béni) dont l'apparence correspond à votre origine divine", + "divine-gear1": "Épée enflammée (3 dégâts, allonge, feu, béni)", + "divine-gear2": "Marteau de tonnerre (3 dégâts, allonge, étourdissement, béni)", + "divine-gear3": "Fouet barbelé (3 dégâts, allonge, zone, sanglant, béni)", + "divine-gear4": "Sac des cinq pouvoirs (3 dégâts, proche, magique, béni)", + "divine-gear5": "Trident en argent (3 dégâts, allonge, argent, béni)", + "Divine-ally": "un être divin mineur envoyé par les puissances supérieures pour vous aider dans votre mission.", + "Divine-advance1": "Changez de mission. Choisissez une option différente de la liste des Missions ou (avec l’aval du Gardien) une mission de votre création.", + "Expert": "Expert", + "luck-special-expert": "Quand vous dépensez un point de Chance, vous découvrez qu'un événement actuel est en lien avec un autre dans lequel vous fûtes impliqués des années auparavant.", + "expert-weapons": "Armes tueuses de monstre", + "expert-gear1": "Pieux en bois et maillet (3 dégâts, personnel, lent, bois)", + "expert-gear2": "Épée en argent (2 dégâts, allonge, sanglant, argent)", + "expert-gear3": "Épée en fer froid (2 dégâts, allonge, sanglant, fer)", + "expert-gear4": "Poignard béni (2 dégâts, allonge, béni)", + "expert-gear5": "Dague magique (2 dégâts, allonge, magique)", + "expert-gear6": "Juju bag (1 dégât, loin, magique)", + "expert-gear7": "Lance-flammes (3 dégâts, proche, lourd, volatile)", + "expert-gear8": "Magnum (3 dégâts, proche, rechargement, bruyant)", + "expert-gear9": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "expert-move1": "J’ai lu des choses à ce sujet : Lancez 2D+Futé au lieu de +Cool quand vous agissez sous pression.", + "expert-move2": "A souvent raison : Quand un chasseur vient chercher conseil auprès de vous au sujet d’un problème, répondez-lui sincèrement. S’il écoute vos conseils, il gagne +1 constant tant qu’il les suit, et vous cochez de l’expérience.", + "expert-move3": "État de préparation : Quand vous avez besoin de quelque chose d’inhabituel ou de rare, lancez 2D+Futé. Sur un 10+, vous l’obtenez sur-le-champ. Sur un 7-9, vous savez où le trouver, mais cela va vous demander un peu de temps. En cas d’échec, vous savez où le trouver, mais l’endroit craint vraiment.", + "expert-move4": "Ce n’est pas aussi grave qu’il n’y paraît : Une fois par mystère, vous pouvez tenter de rester dans la course malgré vos blessures. Lancez 2D+Cool. Sur un 10+, éliminez 2 dégâts et stabilisez vos blessures. Sur un 7-9, éliminez 1 dégât ou stabilisez vos blessures. En cas d’échec, c’est pire qu’il n’y paraissait. Le Gardien peut vous infliger une manœuvre dure ou rendre vos blessures instables.", + "expert-move5": "Coup précis : Quand vous infligez des dégâts à un monstre, vous pouvez viser un point faible. Lancez 2D+Coriace. Sur un 10+, vous infligez +2 dégâts. Sur un 7-9, vous infligez +1 dégât. En cas d’échec, vous offrez au monstre l’occasion de vous toucher.", + "expert-move6": "J’avais un plan : Au début de chaque mystère, lancez 2D+Futé. Sur un 10+, réservez 2. Sur un 7-9, réservez 1. Dépensez la réserve pour être là où vous le devez, parfaitement préparé. En cas d’échec, le Gardien obtient réserve 1 qu’il peut dépenser pour que vous vous retrouviez au pire endroit, totalement pris au dépourvu.", + "expert-move7": "Sombre passé : Vous vous êtes essayé aux pires arts mystiques avant de rejoindre le camp des gentils. Si vous parcourez vos souvenirs en quête d’informations en rapport avec l’affaire en cours, lancez 2D+Bizarre. Sur un 10+, posez au Gardien deux questions au choix dans la liste ci-dessous. Sur un 7-9, n’en posez qu’une. En cas d’échec, vous pouvez quand même poser une question, mais vous êtes en partie responsable de la situation.", + "expert-move7.1": "Quand j’ai eu affaire à cette créature (ou à l’un de ses congénères), qu’ai-je appris ?", + "expert-move7.2": "Connais-je une forme de magie noire qui pourrait m’être utile ?", + "expert-move7.3": "Connais-je quelqu’un qui pourrait être derrière tout ceci ?", + "expert-move7.4": "Connais-je quelqu’un qui pourrait nous aider en ce moment même ?", + "your-haven": "Votre refuge", + "haven-description": "Vous disposez d’un refuge, un endroit sûr d’où travailler.", + "haven1": "Bibliothèque ésotérique : Quand vous compulsez vos ouvrages, gagnez +1 temporaire pour enquêter sur un mystère (si les ouvrages de référence sont pertinents).", + "haven2": "Bibliothèque mystique : Quand vous compulsez vos grimoires et ouvrages occultes, gagnez +1 temporaire pour utiliser la magie.", + "haven3": "Sorts de protection : Votre refuge est à l’abri des monstres. Ils ne peuvent tout simplement pas y entrer. Ils peuvent entreprendre des actions spéciales pour passer outre les sceaux, mais ce ne sera pas facile.", + "haven4": "Arsenal : Vous disposez d’un ensemble d’armes et d’objets rares particulièrement dangereux pour les monstres. Si vous avez besoin d’une arme spéciale, lancez 2D+Bizarre. Sur un 10+, vous l’avez (en nombre si nécessaire). Sur un 7-9, vous l’avez, mais en petit nombre. En cas d’échec, vous n’avez pas la bonne arme.", + "haven5": "Infirmerie : Vous pouvez soigner les gens et disposez d’assez d’espace pour permettre à une ou deux personnes de se remettre. Le Gardien vous indiquera le temps nécessaire au patient et vous précisera si vous avez besoin d’aide ou de matériel en plus.", + "haven6": "Atelier : Vous avez l’espace nécessaire pour produire et réparer des armes, véhicules et autres gadgets. À vous de déterminer avec le Gardien combien de temps prendra une production ou une réparation et si vous aurez besoin d’aide ou de matériel en plus.", + "haven7": "Oubliette : Cette pièce est isolée de tout type de monstre, esprit et magie de votre connaissance. Rien de ce que vous y stockez ne peut être trouvé, produire de la magie ou en sortir.", + "haven8": "Panic room : Elle renferme des provisions et dispose de protections normales et mystiques. Vous pouvez y rester caché pendant des jours à l’abri de presque tout.", + "haven9": "Laboratoire de magie : Vous possédez un laboratoire mystique avec toutes sortes d’ingrédients et outils exotiques pour lancer des sorts (comme la manœuvre utiliser la magie, la magie souveraine et toute autre manœuvre magique).", + "expert-advance1": "Ajoutez une option à votre refuge.", + "Flake": "Parano", + "luck-special-flake": "Quand vous dépensez un point de Chance, choisissez un élément de la situation actuelle. Le Gardien vous dira à quelles autres conspirations il est connecté.", + "flake-move1": "Établir des liens : Au début de chaque mystère, si vous cherchez le tableau d’ensemble dans lequel s’inscrivent les événements en cours, lancez 2D+Futé. Sur un 10+, réserve 3. Sur un 7-9, réserve 1. Dépensez votre réserve durant le mystère pour poser au Gardien une des questions suivantes", + "flake-move1.1": "Cette personne est-elle plus liée aux événements en cours qu’elle ne le prétend ?", + "flake-move1.2": "Quand et où se déroulera le prochain événement critique ?", + "flake-move1.3": "Que veut le monstre à cette personne ?", + "flake-move1.4": "Est-ce lié à des mystères sur lesquels nous avons déjà enquêté ?", + "flake-move1.5": "En quoi ce mystère est-il lié au tableau d’ensemble ?", + "flake-move2": "Regard fou : Vous gagnez +1 Bizarre (+3 max.).", + "flake-move3": "Regardez, tout colle : Vous pouvez utiliser Futé au lieu de Charme quand vous manipulez quelqu’un.", + "flake-move4": "Esprit soupçonneux : Quand quelqu’un vous ment, vous le savez.", + "flake-move5": "Souvent sous-estimé : Quand vous faites n’importe quoi pour éviter quelque chose, lancez 2D+Bizarre. Sur un 10+, vous êtes perçu comme inoffensif et sans intérêt. Sur un 7-9, au choix : inoffensif ou sans intérêt. En cas d’échec, vous attirez une bonne partie de l’attention.", + "flake-move6": "Contraire : Quand vous cherchez et obtenez les conseils honnêtes de quelqu’un sur la meilleure marche à suivre et que vous faites autre chose, cochez de l’expérience. Si vous faites totalement le contraire, vous gagnez aussi +1 constant sur les manœuvres que vous effectuez dans ce sens.", + "flake-move7": "Amis du Net : Vous connaissez beaucoup de gens sur Internet. Quand vous contactez un ami du Net pour qu’il vous aide dans le cadre d’un mystère, lancez 2D+Charme. Sur un 10+, il est disponible et vous aide : il est en mesure de réparer quelque chose, de casser un code, de pirater un ordinateur, ou de vous dégoter des informations bien précises. Sur un 7-9, il est prêt à vous aider, mais cela lui prendra du temps ou vous devrez participer à l’effort. En cas d’échec, vous brûlez vos cartouches.", + "flake-move8": "Furtif : Quand vous attaquez dans le cadre d’une embuscade ou par-derrière, infligez +2 dégâts.", + "flake-normal": "Armes normales", + "flake-gear1": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "flake-gear2": "9mm (2 dégâts, proche, bruyant)", + "flake-gear3": "Fusil de chasse (2 dégâts, loin, bruyant)", + "flake-gear4": "Magnum (3 dégâts, proche, rechargement, bruyant)", + "flake-gear5": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "flake-gear6": "Couteau de chasse (1 dégât, allonge)", + "flake-hidden": "Armes cachées", + "flake-gear7": "Couteaux de lancer (1 dégât, proche, multiple)", + "flake-gear8": "Pistolet de poche (2 dégâts, proche, rechargement, bruyant)", + "flake-gear9": "Garrot (3 dégâts, personnel)", + "flake-gear10": "Lampe torche de vigile (1 dégât, allonge)", + "flake-gear11": "Gants de MMA/coup-de-poing américain (1 dégât, allonge)", + "flake-gear12": "Couteau papillon/pliable (1 dégât, allonge)", + "Flake-advance1": "Gagnez un refuge, comme l’Expert/I>, avec deux options.", + "Flake-advance2": "Ajoutez une option à votre refuge.", + "Initiate": "Initié", + "luck-special-initiate": "Quand vous dépensez un point de Chance quelque chose tourne mal pour votre secte : un projet en perdition ou une opération désastreuse.", + "your-sect": "Votre Secte ", + "sect-description": "Vous faites partie d’un ordre secret ancien en charge de phénomènes surnaturels. D’où vient-il ? À quand remontent ses origines ? Est-il de nature religieuse ? Pourquoi reste-t-il secret ? Comment recrute-t-il ?", + "sect-traditions": "Les Traditions de votre Secte", + "good-traditions": "Bonnes traditions", + "good-tradition1": "Savante", + "good-tradition2": "Savoir ancien", + "good-tradition3": "Savoir magique", + "good-tradition4": "Arts de combat", + "good-tradition5": "Modernisée", + "good-tradition6": "Chapitres partout", + "good-tradition7": "Pouvoir séculier", + "good-tradition8": "Tactiques souples", + "good-tradition9": "Hiérarchie ouverte", + "good-tradition10": "Intégrée dans la société", + "good-tradition11": "Riche", + "good-tradition12": "Gadgets ingénieux", + "good-tradition13": "Objets magiques", + "bad-traditions": "Mauvaises traditions", + "bad-tradition1": "Mobiles douteux", + "bad-tradition2": "Tradition prédominante", + "bad-tradition3": "Sans vision à long terme", + "bad-tradition4": "Paranoïaque et secrète", + "bad-tradition5": "Hiérarchie fermée", + "bad-tradition6": "Divisée en faction", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Voeux mystiques", + "bad-tradition9": "Obéissance totale", + "bad-tradition10": "Leaders tyranniques", + "bad-tradition11": "Équipement obsolète", + "bad-tradition12": "Pauvre", + "initiate-fixed-move1": "Quand vous êtes reconnu auprès de votre secte, lancez 2D+Charme au début de chaque mystère. Sur un 10+, elle vous offre des informations utiles ou une aide sur le terrain. Sur un 7-9, vous recevez une mission liée au mystère, qui vous vaudra aussi des informations ou de l’aide si vous la réussissez. En cas d’échec, il vous est demandé de faire quelque chose de mal. Si vous ratez la mission ou refusez d’exécuter un ordre, vous aurez des problèmes avec la secte jusqu’à ce que vous vous soyez racheté.", + "initiate-move1": "Arts de combat anciens : Quand vous utilisez une arme blanche ancienne, vous infligez +1 dégât et gagnez +1 chaque fois que vous effectuez un jet pour protéger quelqu’un.", + "initiate-move2": "Mystique : Chaque fois que vous utilisez la magie avec succès, gagnez +1 temporaire.", + "initiate-move3": "Prédictions : La secte connaît de vieilles prophéties et techniques de divination. Une fois par mystère, vous pouvez y faire appel. Si vous cherchez ce que l’avenir vous réserve, lancez 2D+Bizarre. Sur un 10+, réserve 3. Sur un 7-9, réserve 1. En cas d’échec, vous recevez des informations erronées et le Gardien décide en quoi cela vous affecte. Dépensez votre réserve pour", + "initiate-move3.1": "Disposer d’un objet utile.", + "initiate-move3.2": "Vous trouver au bon endroit, au bon moment.", + "initiate-move3.3": "Gagner +1 temporaire, ou donner +1 temporaire à un autre chasseur.", + "initiate-move3.4": "Prévenir rétroactivement quelqu’un d’une attaque, afin qu’elle n’ait pas lieu.", + "initiate-move4": "Vœu sacré : Vous pouvez vous attacher à un objectif précis en faisant vœu d’abstinence (et ainsi vous abstenir de parler, de vous nourrir autrement que d’eau et de pain, de boire de l’alcool, de mentir, d’avoir des rapports sexuels, etc.). Veillez à en parler avec le Gardien, cela doit correspondre à l’importance et la difficulté de votre objectif. Tant que vous respectez votre vœu et œuvrez à la réalisation de votre objectif, cochez de l’expérience à la fin de chaque séance et gagnez +1 sur tout jet qui vous aide directement à remplir votre objectif. Si vous brisez votre vœu, subissez -1 constant jusqu’à ce que vous ayez expié.", + "initiate-move5": "Mentor : Vous avez un mentor au sein de la secte. Nommez-le. Quand vous contactez votre mentor pour obtenir des renseignements, lancez 2D+Futé. Sur un 10+, vous obtenez une réponse à votre question. Sur un 7-9, à vous de choisir : la secte est trop occupée pour vous aider ou elle accepte de vous répondre en échange d’une faveur. En cas d’échec, votre question pose problème.", + "initiate-move6": "Apprenti : Vous avez un apprenti. Nommez-le. Votre travail consiste à le former aux us de la secte. Il compte comme un allié : subordonné (motivation : suivre vos instructions à la lettre).", + "initiate-move7": "Main secourable : Quand vous parvenez à donner un coup de main à un autre chasseur, il gagne +2 au lieu de l’habituel +1.", + "initiate-move8": "Cette bonne vieille magie noire : Quand vous utilisez la magie, vous pouvez poser une question de la manœuvre enquêter sur un mystère comme effet.", + "inititate-armour": "Armure archaïque (armure 1, lourd)", + "inititate-old": "Armes archaïques", + "inititate-oldgear-pick": "Si votre secte a arts de combat ou équipement obsolète, choisissez-en trois, sinon deux.", + "inititate-gear1": "Épée (2 dégâts, allonge, sanglant)", + "inititate-gear2": "Hache (2 dégâts, allonge, sanglant)", + "inititate-gear3": "Grande épée (3 dégâts, allonge, sanglant, lourd)", + "inititate-gear4": "Grande hache (3 dégâts, allonge, sanglant, lent, lourd)", + "inititate-gear5": "Couteau en argent (1 dégât, allonge, argent)", + "inititate-gear6": "Bâtons de combat (1 dégât, allonge, rapide)", + "inititate-gear7": "Lance (2 dégâts, allonge/proche)", + "inititate-gear8": "Masse (2 dégâts, allonge, sanglant)", + "inititate-gear9": "Arbalète (2 dégâts, proche, lent)", + "initiate-modern": "Armes modernes", + "initiate-moderngear-pick": "Si votre secte a Modernisée ou Gadgets ingénieux, choisissez-en deux, sinon une.", + "inititate-gear10": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "inititate-gear11": "9 mm (2 dégâts, proche, bruyant)", + "inititate-gear12": "Fusil de sniper (3 dégâts, loin)", + "inititate-gear13": "Magnum (3 dégâts, proche, rechargement, bruyant)", + "inititate-gear14": "Fusil à pompe (3 dégâts, proche, sanglant)", + "Initiate-advance1": "Prenez le commandement de votre chapitre de la secte", + "Initiate-advance2": "Gagnez le commandement d’une équipe de la secte.", + "Initiate-advance3": "Devenez le leader, ou le leader effectif, de la secte", + "Monstrous": "Monstre", + "luck-special-monstrous": "Chaque fois que vous dépensez un point de Chance, votre part de monstre gagne en puissance; votre malédiction peut devenir plus forte, ou un autre désavantage de race peut se manifester.", + "monster-breed": "Espèce", + "breed-description": "Vous êtes mi-humain, mi-monstre. À vous de décider s’il en a toujours été ainsi ou si vous avez subi une transformation après être né humain. Ensuite, décidez si vous avez toujours été du côté du bien ou si vous étiez initialement dans le camp du mal.", + "curses": "Malédictions", + "curse1": "Alimentation : Vous vous nourrissez d’êtres humains. Cela peut prendre la forme de sang, de cervelle ou d’essence spirituelle, mais ce doit être humain. Vous devez agir sous pression pour résister à l’envie de vous nourrir quand l’opportunité se présente.", + "curse2": "Vulnérabilité : Choisissez une substance. Vous subissez +1 dégât quand cette substance vous inflige des dégâts. Si vous êtes entravé ou entouré par cette substance, vous devez agir sous pression pour utiliser vos pouvoirs.", + "curse3": "Pulsion aveugle : Une émotion vous gouverne. Choisissez entre : faim, haine, colère, peur, jalousie, cupidité, joie, orgueil, envie, luxure et cruauté. Chaque fois que vous avez l’occasion d’assouvir cette émotion, vous devez le faire sur-le-champ ou agir sous pression pour y résister.", + "curse4": "Sombre maître : Vous avez un maître maléfique qui ne sait pas que vous avez changé de camp. Il vous donne encore des ordres et ne souffre aucun refus ; pas plus que l’échec.", + "monstrous-move1": "Immortel : Vous ne vieillissez pas, ne tombez pas malade et subissez -1 dégât chaque fois que vous subissez des dégâts.", + "monstrous-move2": "Charme surnaturel : Lancez 2D+Bizarre au lieu de +Charme quand vous manipulez quelqu’un.", + "monstrous-move3": "Force surnaturelle : Lancez 2D+Bizarre au lieu de +Coriace quand vous cassez la gueule à quelqu’un.", + "monstrous-move4": "Immatériel : Vous pouvez traverser tout ce qui est matériel (mais pas les gens).", + "monstrous-move5": "Rapidité surnaturelle : Vous êtes beaucoup plus rapide que les gens normaux. Quand vous chassez, fuyez ou courez, gagnez +1 constant.", + "monstrous-move6": "Griffes de la bête : Toutes vos attaques naturelles gagnent +1 dégât.", + "monstrous-move7": "Domination mentale : Quand vous regardez un humain droit dans les yeux et exercez votre volonté sur lui, lancez 2D+Charme. Sur un 10+, réserve 3. Sur un 7-9, réserve 1. Vous pouvez dépenser votre réserve pour lui donner un ordre. Les gens normaux vous obéissent alors, quoi que vous leur demandiez. Les chasseurs peuvent choisir de vous obéir ou non. S’ils acceptent, ils cochent de l’expérience.", + "monstrous-move8": "Régénération : Quand vous subissez des dégâts, vous pouvez vous soigner. Lancez 2D+Cool. Sur un 10+, soignez 2 dégâts\net stabilisez vos blessures. Sur un 7-9, soignez 1 dégât et stabilisez vos blessures. En cas d’échec, vos blessures s’aggravent.", + "monstrous-move9": "Sombre négociateur : Vous pouvez utiliser la manœuvre manipuler quelqu’un sur les monstres et sur les gens, du moins s’ils sont en mesure de raisonner et de parler.", + "monstrous-move10": "Vol : Vous pouvez voler.", + "monstrous-move11": "Métamorphe : Vous pouvez changer de forme (généralement en animal). À vous de décider si vous avez une forme alternative ou plusieurs, et de les détailler. Vous gagnez +1 pour enquêter sur un mystère quand vous utilisez le sens le plus développé d’une forme alternative (l’odorat pour un loup, la vue pour un aigle, etc.).", + "monstrous-move12": "Emprunt : Prenez une manœuvre du livret d’un chasseur qui n’est pas joué pour l’instant.", + "natural-attacks": "Attaques naturelles", + "monstrous-attacks-pick": "Choisissez-en une de base et une supplémentaire, ou deux de base.", + "monstrous-attacks1": "Base : dents (3 dégâts, personnel)", + "monstrous-attacks2": "Base : griffes (2 dégâts, allonge)", + "monstrous-attacks3": "Base : force magique (1 dégât, magique, proche)", + "monstrous-attacks4": "Base : absorption d’énergie (1 dégât, personnel, absorption d’énergie)", + "monstrous-attacks5": "Supplémentaire : ajoutez +1 dégât à une attaque de base.", + "monstrous-attacks6": "Supplémentaire : ajoutez ignore l’armure à une attaque de base.", + "monstrous-attacks7": "Supplémentaire : ajoutez une portée supplémentaire (personnel, allonge ou proche) à une attaque de base.", + "monstrous-weapon": "Une arme (Optionnel)", + "monstrous-gear1": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "monstrous-gear2": "9 mm (2 dégâts, proche, bruyant)", + "monstrous-gear3": "Magnum (3 dégâts, proche, rechargement, bruyant)", + "monstrous-gear4": "Fusil à pompe (3 dégâts, proche, sanglant)", + "monstrous-gear5": "Couteau de chasse (1 dégât, allonge)", + "monstrous-gear6": "Coup-de-poing américain (1 dégât, allonge, silencieux, petit)", + "monstrous-gear7": "Épée (2 dégâts, allonge, sanglant)", + "monstrous-gear8": "Grande épée (3 dégâts, allonge, lourd)", + "Monstrous-advance1": "Gagnez un refuge, comme l’Expert/I>, avec deux options.", + "Monstrous-advance2": "Prenez une attaque naturelle.", + "Monstrous-advance3": "Libérez-vous de la malédiction de votre espèce. Elle ne vous affecte plus, mais vous perdez 1 Bizarre.", + "Monstrous-advance4": "Vous (re)devenez mauvais. Retirez ce personnage, qui rejoint les menaces dont dispose le Gardien.", + "Mundane": "Ordinaire", + "luck-special-mundane": "Quand vous dépensez un point de Chance vous allez trouver quelque chose d'étrange, peut-être même utile !", + "mundane-move1": "Victime permanente : Quand un autre chasseur utilise protéger quelqu’un pour vous protéger, il coche de l’expérience. Chaque fois qu’un monstre vous capture, vous cochez de l’expérience.", + "mundane-move2": "Oups ! :Si vous voulez tomber sur quelque chose d’important, dites-le au Gardien. Vous trouverez quelque chose d’important et d’utile, mais pas nécessairement lié à vos préoccupations actuelles.", + "mundane-move3": "Fichons le camp d’ici ! : Si vous pouvez protéger quelqu’un en lui disant quoi faire, ou en l’aidant à filer, +Charme au lieu de +Coriace.", + "mundane-move4": "Panique : Quand vous devez vous échapper, précisez le chemin que vous voulez emprunter et lancez 2D+Futé. Sur un 10+, vous êtes hors de danger. Sur un 7-9, vous pouvez filer ou rester, mais si vous voulez partir, il vous en coûtera (vous laissez quelque chose derrière, ou quelque chose vous accompagne). En cas d’échec, vous êtes pris à mi-chemin.", + "mundane-move5": "Tiens bon ! : Quand vous combattez un monstre, si vous donnez un coup de main à quelqu’un, ne lancez pas +Cool. Considérez que vous avez obtenu un 10.", + "mundane-move6": "Fais-moi confiance : Quand vous dites la vérité à un individu normal pour le protéger du danger, lancez 2D+Charme. Sur un 10+, il fait ce que vous lui dites sans poser de questions. Sur un 7-9, l’individu obtempère, mais le gardien choisit", + "mundane-move6.1": "L’individu commence par vous poser une question difficile", + "mundane-move6.2": "L’individu joue la montre et hésite un moment", + "mundane-move6.3": "L’individu a une « meilleure » idée.", + "mundane-move6.4": "En cas d’échec, il pense que vous êtes fou, voire dangereux.", + "mundane-move7": "Qu’est-ce qui pourrait aller de travers ? : Quand vous foncez tête baissée sans protéger vos arrières, réservez 2. Vous pouvez dépenser votre réserve pour", + "mundane-move7.1": "Infliger +1 dégât", + "mundane-move7.2": "Diminuer de 1 les dégâts subis par quelqu’un", + "mundane-move7.3": "Gagner +2 temporaire quand vous agissez sous pression", + "mundane-move8": "T’inquiète, je vais jeter un oeil : Quand vous partez de votre propre chef pour vérifier un endroit (ou quelque chose) d’effrayant, cochez de l’expérience.", + "mundane-weapon": "Armes ordinaires", + "mundane-gear1": "Club de golf, batte de baseball, batte de cricket ou crosse de hockey (2 dégâts, allonge, inoffensif, sanglant)", + "mundane-gear2": "Couteau de poche ou couteau suisse (1 dégât, allonge, utile, petit)", + "mundane-gear3": "Arme de poing de petit calibre (2 dégâts, proche, rechargement, bruyant)", + "mundane-gear4": "Fusil de chasse (3 dégâts, loin, bruyant, rechargement)", + "mundane-gear5": "Masse ou hache de pompier (3 dégâts, allonge, sanglant)", + "mundane-gear6": "Nunchaku (2 dégât, allonge, zone)", + "mundane-transport": "Moyen de transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Vélo", + "mundane-gear9": "Voiture plutôt récente en bon état", + "mundane-gear10": "Voiture ancienne en mauvais état", + "mundane-gear11": "Moto", + "mundane-gear12": "Van", + "Professional": "Professionel", + "luck-special-professional": "Quand vous dépensez un point de Chance, votre prochaine mission pour l'agence s'accompagne de paperasses administratives, beaucoup !", + "agency": "Agence", + "agency-description": "À vous de décider pour qui vous travaillez. S’agit-il d’un département gouvernemental officieux, d’une unité militaire secrète, d’une force de police clandestine, d’une croisade privée, d’une corporation, d’un groupe scientifique, etc. ?", + "agency-goal": "Le but de l’agence est-il de tuer des monstres, d’étudier le surnaturel, de protéger les gens, de gagner du pouvoir ou tout autre chose ?", + "resources": "Ressources", + "agency1": "Bon armement", + "agency2": "Bon financement", + "agency3": "Entraînement sérieux", + "agency4": "Existence officielle", + "agency5": "Couvertures", + "agency6": "Nombreux bureaux", + "agency7": "Bons services de renseignement", + "agency8": "Autorité reconnue", + "agency9": "Gadgets technologiques exotiques", + "agency10": "Équipes de support", + "red-tape": "Administration", + "agency11": "Motivations douteuses", + "agency12": "Bureaucratie", + "agency13": "Hiérarchie secrète", + "agency14": "Missions énigmatiques", + "agency15": "Supérieures hostiles", + "agency16": "Rivalité entre départements", + "agency17": "Coupes budgétaires", + "agency18": "Pas de prisonniers", + "agency19": "Politique de capture des spécimens", + "professional-fixed-move1": "Quand vous vous tournez vers l’agence, pour demander de l’aide ou de l’équipement, ou vous excuser pour un échec, lancez 2D+Futé. Sur un 10+, c’est tout bon : votre demande en matériel ou personnel est validée, ou votre faute passe inaperçue. Sur un 7-9, les choses se corsent : vous vous faites souffler dans les bronches par vos supérieurs et il y a des répercussions, mais vous obtenez ce dont vous avez besoin. En cas d’échec, vous avez merdé : vous êtes suspendu, faites l’objet d’une enquête ou n’êtes plus en odeur de sainteté. Peu de chance que vous receviez de l’aide avant d’avoir réglé tout ça.", + "professional-move1": "Ne montre rien : Si vous le souhaitez, vous pouvez prendre jusqu’à +3 bonus quand vous agissez sous pression. Pour chaque +1 utilisé, le Gardien gagne réserve 1. Cette réserve peut être dépensée plus tard pour vous donner -1 à une manœuvre, sauf quand vous agissez sous pression.", + "professional-move2": "Imperturbable : Gagnez +1 Cool (+3 max).", + "professional-move3": "Conscience du champ de bataille : Vous savez toujours ce qui se passe autour de vous et ce dont il faut vous méfier. Gagnez +1 armure (armure 2 max.) en plus de ce que vous confère votre équipement.", + "professional-move4": "On ne laisse personne derrière : Au combat, quand vous aidez quelqu’un à s’enfuir, lancez 2D+Futé. Sur un 10+, l’intéressé s’en sort sans problème. Sur un 7-9, il s’en sort ou ne subit pas de dégâts, comme vous voulez. En cas d’échec, vous ne lui permettez pas de s’enfuir et vous attirez l’attention de l’ennemi.", + "professional-move5": "Génie tactique : Quand vous évaluez une situation qui craint, vous pouvez lancer +Cool au lieu de +Futé.", + "professional-move6": "Toubib’ : Vous possédez une trousse de premiers secours et êtes capable de soigner les gens. Quand vous prodiguez les premiers soins, lancez 2D+Cool. Sur un 10+, le patient est stabilisé et élimine 2 dégâts. Sur un 7-9, éliminez 2 dégâts ou stabilisez le patient. En cas d’échec, vous infligez 1 dégât supplémentaire. Cette manœuvre remplace les premiers soins habituels.", + "professional-move7": "Mobilité : Vous avez un véhicule (camion, van ou voiture) adapté à la chasse aux monstres. Choisissez deux qualités et un défaut.", + "professional-move7.1": "Qualités : spacieux, matériel de surveillance, rapide, discret, intimidant, classique, antenne médicale, couchage, réserve d’outils, armes dissimulées, anonyme, blindé (+1 armure à l’intérieur), robuste, cage à monstre.", + "professional-move7.2": "Défauts : bruyant, voyant, capricieux, esquinté, gourmand en carburant, inconfortable, lent, vieux.", + "professional-armour": "Protection", + "professional-gear1": "Gilet pare-balles (armure 1, caché)", + "professional-gear2": "Armure de combat (armure 2, lourd)", + "professional-serious-weapon": "Armes lourdes", + "professional-gear3": "Fusil d'assaut (3 dégâts, loin, zone, bruyant, rechargement)", + "professional-gear4": "Lance-grenades (4 dégâts, loin, zone, sanglant, bruyant, rechargement)", + "professional-gear5": "Fusil de sniper (4 dégâts, loin)", + "professional-gear6": "Grenades (4 dégâts, proche, zone, sanglant, bruyant)", + "professional-gear7": "Mitraillette (3 dégâts, proche, zone, bruyant, rechargement)", + "professional-normal-weapon": "Armes normales", + "professional-gear8": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "professional-gear9": "9mm (2 dégâts, proche, bruyant)", + "professional-gear10": "Fusil de chasse (2 dégâts, loin, bruyant)", + "professional-gear11": "Fusil à pompe (3 dégâts, proche, sanglant)", + "professional-gear12": "Couteau de chasse (1 dégât, allonge)", + "Professional-advance1": "Ajoutez un nouveau trait de ressource à votre agence, ou changez un trait d’administration.", + "Professional-advance2": "Prenez le commandement d’une équipe de chasseurs de monstres de l’agence.", + "Professional-advance3": "Tout ou partie des chasseurs des autres joueurs sont engagés par votre agence. Ils gagnent la manœuvre se tourner vers l’agence, ainsi qu’un salaire et des avantages.", + "Spellslinger": "Le Magicien", + "luck-special-spellslinger": "Quand vous utilisez un point de Chance, le grand conseil des mages mets inopinément le nez dans vos affaires", + "spellslinger-weapon": "Une arme de secours", + "spellslinger-gear1": "Vieux revolver (2 dégâts, proche, rechargement, bruyant)", + "spellslinger-gear2": "Dague rituelle (1 dégât, allonge)", + "spellslinger-gear3": "Épée familiale (2 dégâts, allonge, sanglant)", + "extra-fixed-move": "Vous gagnez celle-ci", + "spellslinger-fixed-move1": "Outils et techniques : Pour utiliser votre magie de combat au mieux, vous recourez à un ensemble d’outils et de techniques sans lesquels vous subissez des inconvénients. Rayez-en une, vous aurez besoin des autres.", + "spellslinger-fixed-move1.1": "Consommables : Vous avez besoin de certaines composantes (poudres, huiles, etc.), qui sont détruites quand vous lancez un sort. Si vous ne les avez pas sous la main, c’est vous qui les remplacez. Subissez alors : 1 dégât, ignore armure.", + "spellslinger-fixed-move1.2": "Focaliseurs : Vous avez besoin de baguettes, de bâtons et autres accessoires pour vous concentrer. Si vous n’en avez pas, votre magique de combat inflige -1 dégât.", + "spellslinger-fixed-move1.3": "Gestes : Vous devez être en mesure de faire certains gestes pour utiliser votre magie de combat. Si vous en êtes incapable, rien ne vous empêche de lancer le sort, mais les choses risquent de ne pas se passer comme prévu. Votre magie de combat subit alors -1 constant.", + "spellslinger-fixed-move1.4": "Incantations : Vous devez parler dans une langue ésotérique pour canaliser votre magie. Si vous utilisez votre magie de combat alors que vous ne pouvez ou ne voulez parler, vous devez aussitôt agir sous pression pour éviter la confusion (hallucinations, privation sensorielle, grande confusion).", + "combat-magic": "Magie de Combat", + "combat-magic-description": "Vous disposez de quelques attaques magiques. Quand vous les utilisez pour casser des gueules, lancez 2D+Bizarre au lieu de +Coriace. Il peut également arriver que vous deviez agir sous pression pour lancer un sort sans problème.", + "combat-magic-pick": "Choisissez trois options parmi la liste qui suit, dont au moins une base", + "bases": "Bases", + "base1": "Décharge (2 dégâts, magique, proche, évident, bruyant)", + "base2": "Boule (1 dégât, magique, zone, proche, évident, bruyant)", + "base3": "Projectile (1 dégât, magique, loin, évident, bruyant)", + "base4": "Mur (1 dégât, magique, obstacle, proche, armure 1, évident, bruyant)", + "effects": "Effets", + "effect1": "Feu (ajoutez '+2 dégâts, feu' à un sort de base. Si vous obtenez un 10+ sur un jet de magie de combat, le feu ne se propage pas)", + "effect2": "Force ou vent (ajoutez '+1 dégât, percutant' à un sort de base, ou '+1 armure' à un mur)", + "effect3": "Foudre ou entropie (ajoutez '+1 dégât, sanglant' à un sort de base)", + "effect4": "Gel ou glace (ajoutez '-1 dégât, +2 armure' à un mur, ou '+1 dégât, gênant' à un sort de base)", + "effect5": "Terre (ajoutez 'percutant, gênant' à un sort de base)", + "effect6": "Nécromantique (ajoutez 'drain de vie' à un sort de base)", + "spellslinger-move1": "Instruction ésotérique avancée : Si vous êtes en mesure d'utiliser deux de vos trois outils et techniques, vous pouvez ignorer le troisième.", + "spellslinger-move2": "Réputation ésotérique : Choisissez trois organisations ou groupes de bonne taille de la communauté surnaturelle, qui peuvent inclure des types de monstres relativement sociaux. Ces organisations ont entendu parler de vous et respectent votre puissance. Gagnez +1 temporaire quand vous manipuler les humains concernés. Vous pouvez aussi manipuler les monstres concernés, sans bonus cependant.", + "spellslinger-move3": "ça aurait pu être pire : Quand vous ratez un jet d'utiliser la magie, vous pouvez prendre l'une des options suivantes plutôt que de perdre le contrôle de votre magie :", + "spellslinger-move3.1": "Pétard mouillé : Les préparatifs ne servent à rien et le matériel est gâché, vous devez tout recommencer et le temps de préparation est doublé.", + "spellslinger-move3.2": "ça craint : L'effet se déroule comme prévu, mais vous subissez tous les pépins sauf un. Choisissez celui que vous évitez.", + "spellslinger-move4": "Vêtements enchantés : Choisissez un vêtement que vous portez quotidiennement. Il est enchanté (bien que son apparence ne change pas). Tout ce qui tente de passer à travers (magie comprise) vous inflige -1 dégât.", + "spellslinger-move5": "Divination médico-légale : Quand vous enquêtez sur un mystère, vous pouvez demander gratuitement : 'Quelle magie a été mise en oeuvre ici ?'", + "spellslinger-move6": "Dépasse-toi ou rentre chez toi : Quand vous devez utiliser la magie dans le cadre de la magie souveraine, gagnez +1 constant aux jets d'utiliser la magie.", + "spellslinger-move7": "C'est pas ma faute : +1 pour agir sous pression quand vous devez gérer les conséquences de vos incantations.", + "spellslinger-move8": "Pratiquant : Choisissez deux effets de la manœuvre utiliser la magie. Gagnez +1 pour utiliser la magie quand vous choisissez un de ces effets.", + "spellslinger-move9": "Bouclier magique : Quand vous protégez quelqu'un, gagnez armure 2 contre tout dégât qui vous est transféré. Non cumulable avec une autre armure.", + "spellslinger-move10": "Troisième oeil : Quand vous évaluez une situation qui craint, vous pouvez ouvrir votre troisième oeil un instant pour gagner des informations supplémentaires. Gagnez +1 réserve sur un résultat de 7+ et vous voyez en plus tout ce qui est invisible. En cas d'échec, vous pouvez gagner réserve 1, mais vous êtes alors à la merci d'un danger d'origine surnaturelle. Privée de filtre, la réalité n'est pas tendre avec l'esprit !", + "Spellslinger-advance1": "Prenez une autre magie de combat", + "Spellslinger-advance2": "Cochez une autre option de vos Outils et Techniques", + "Spooky": "Épouvantail", + "luck-special-spooky": "Quand vous dépensez un point de Chance, votre Côté Obscur a besoin de devenir encore plus méchant", + "dark-side": "Le Côté Obscur", + "dark-side-description1": "Vos pouvoirs ont une origine peu recommandable, si bien que vous êtes parfois tenté de faire des choses que vous ne devriez pas. Il peut s’agir d’ordres qui vous sont donnés par ce qui vous confère votre pouvoir ou de simples pulsions nées de votre inconscient. Quelque chose comme ça. Dans tous les cas, ce n’est pas rassurant.", + "dark-side1": "Violence", + "dark-side2": "Dépression", + "dark-side3": "Secrets", + "dark-side4": "Luxure", + "dark-side5": "Sombre pacte", + "dark-side6": "Culpabilité", + "dark-side7": "Inhumain", + "dark-side8": "Dépendance", + "dark-side9": "Sautes d'humeur", + "dark-side10": "Rage", + "dark-side11": "Autodestructeur", + "dark-side12": "Soif de pouvoir", + "dark-side13": "Troubles compulsifs", + "dark-side14": "Hallucinations", + "dark-side15": "Souffrance", + "dark-side16": "Paranoïa", + "dark-side-effects": "Le Gardien peut vous demander de faire de vilaines choses (liées aux traits) quand vos pouvoirs l’exigent. Si vous obtempérez, cochez de l’expérience. Dans le cas contraire, vos pouvoirs ne sont plus utilisables jusqu’à la fin du mystère (ou jusqu’à ce que vous cédiez). Plus vous avez coché de cases Chance, plus ces demandes seront moches.", + "spooky-move1": "Télépathie : Vous pouvez lire les pensées des gens et glisser des mots dans leur esprit. Cela peut vous permettre d’enquêter sur un mystère ou d’évaluer une situation qui craint sans être obligé de parler. Vous pouvez également manipuler quelqu’un sans parler. Vous jouez les manœuvres normalement, si ce n’est que les gens seront certainement étonnés par cette forme de communication mentale.", + "spooky-move2": "Malédiction : Quand vous lancez un sort (en utilisant la magie), choisissez un des effets suivants (qui s’ajoute à l’effet habituel) :", + "spooky-move2.1": "La cible tombe malade.", + "spooky-move2.2": "La cible subit immédiatement des dégâts (2 dégâts, magique, ignore l’armure).", + "spooky-move2.3": "La cible brise un objet précieux ou important.", + "spooky-move3": "Double vue : Vous voyez l’invisible, notamment les esprits et les influences magiques. Vous pouvez communiquer, voire négocier, avec les esprits que vous voyez, qui vous donnent plus de chances de remarquer des indices quand vous enquêtez sur un mystère.", + "spooky-move4": "Prémonitions : Au début de chaque mystère, lancez 2D+Bizarre. Sur un 10+, vous obtenez une vision détaillée d’un sale événement qui ne s’est pas encore déroulé. Gagnez +1 temporaire pour empêcher qu’il ne se réalise, et cochez de l’expérience si vous l’empêchez. Sur un 7-9, vous recevez des images confuses ; cochez de l’expérience si vous l’empêchez. En cas d’échec, vous recevez une vision de mauvais augure vous concernant et le Gardien gagne réserve 3, qu’il peut assigner comme pénalité à vos jets (il ne peut assigner qu’un unique -1 par jet).", + "spooky-move5": "Pressentiments : Quand quelque chose de mal arrive (ou est sur le point d’arriver) quelque part où vous ne vous trouvez pas, lancez 2D+Futé. Sur un 10+, vous découvrez où vous rendre juste à temps pour y parvenir. Sur un 7-9, vous arrivez à temps pour intervenir, mais pas pour l’empêcher complètement. En cas d’échec, vous arrivez à temps pour vous retrouver dans la mouise.", + "spooky-move6": "À l’écoute : Vous pouvez accorder votre esprit sur un monstre ou un sbire. Lancez 2D+Bizarre. Sur un 10+, réserve 3. Sur un 7-9, réserve 1. En cas d’échec, le monstre est conscient de votre présence. Dépensez 1 réserve pour poser une des questions suivantes au Gardien, et gagnez +1 constant quand vous agissez en rapport avec les réponses", + "spooky-move6.1": "Où se trouve la créature en ce moment même ?", + "spooky-move6.2": "Que compte-t-elle faire en ce moment même ?", + "spooky-move6.3": "Qui sera la cible de sa prochaine attaque ?", + "spooky-move6.4": "Qui considère-t-elle comme la menace la plus importante ?", + "spooky-move6.5": "Comment puis-je attirer son attention ?", + "spooky-move7": "Gros coup : Vous pouvez utiliser vos pouvoirs pour casser la gueule à quelqu’un. Lancez +Bizarre au lieu de +Coriace. L’attaque prend la forme suivante : 2 dégâts, proche, évident, ignore l’armure. En cas d’échec, vous subissez un contrecoup magique.", + "spooky-move8": "Poisse : Vous créez des coïncidences. Quand vous portez la poisse à une cible, lancez 2D+Bizarre. Sur un 10+, réserve 2. Sur un 7-9, réserve 1. En cas d’échec, le Gardien gagne réserve 2 contre vous et peut l’utiliser de la même façon. Dépensez votre réserve pour", + "spooky-move8.1": "Interférer avec un chasseur pour lui donner -1 temporaire.", + "spooky-move8.2": "Aider un chasseur pour lui donner +1 temporaire en interférant avec son adversaire.", + "spooky-move8.3": "Interférer avec ce qu’un monstre, sbire ou figurant tente de faire.", + "spooky-move8.4": "Provoquer un accident qui inflige 1 dégât à la cible.", + "spooky-move8.5": "La cible trouve quelque chose que vous lui avez laissé.", + "spooky-move8.6": "La cible perd quelque chose que vous n’allez pas tarder à trouver.", + "spooky-items": "Tout objet magique ou amulette nécessaire pour évoquer vos pouvoirs.", + "spooky-weapons": "Armes normales", + "spooky-gear1": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "spooky-gear2": "9mm (2 dégâts, proche, bruyant)", + "spooky-gear3": "Fusil de chasse (2 dégâts, loin, bruyant)", + "spooky-gear4": "Fusil à pompe (3 dégâts, proche, sanglant)", + "spooky-gear5": "Couteau de chasse (1 dégât, allonge)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gagnez une bibliothèque mystique comme l’option de Refuge de l’Expert.", + "Spooky-advance3": "Vous trouvez le moyen d’utiliser vos pouvoirs à moindres frais. Supprimez définitivement un de vos traits du Côté Obscur.", + "Wronged": "Vengeur", + "luck-special-wronged": "Quand vous utilisez un point de Chance, vous trouvez une piste dangereuse vers votre proie", + "who-you-lost": "Qui vous avez perdu", + "who": "Qui avez-vous perdu ?", + "pick-some": "choisissez-en un ou plus", + "lost-pick": "Choisissez-en un ou plusieurs: vos parents, vos frères et soeurs, votre époux/concubin, vos enfants, vos meilleurs amis", + "lost-save-them": "Pourquoi n'avez-vous pas pu les sauver ? Vous étiez", + "lost1": "en faute", + "lost2": "égoïste", + "lost3": "blessé", + "lost4": "faible", + "lost5": "lent", + "lost6": "effrayé", + "lost7": "dans le déni", + "lost8": "complice", + "what-prey": "Qui en est la cause ?", + "prey-breed": "Choisissez l'espèce du monstre avec l'accord du Gardien.", + "prey": "Ma proie", + "wronged-fixed-move1": "Je connais ma proie : Vous gagnez +1 constant lorsque vous êtes conscient d'enquêter, de poursuivre ou de combattre l'espèce de monstre qui est à l'origine de vos souffrances.", + "wronged-move1": "Berserk : Peu importe les dégâts que vous subissez, vous pouvez toujours continuer à vous battre jusqu'à ce que le combat en cours soit terminé. Pendant un combat, le Gardien ne peut pas utiliser des manœuvres infligeant des dégâts contre vous et vous ne pouvez pas mourir. Mais, lorsque le combat prend fin, toutes les blessures prennent effet normalement.", + "wronged-move2": "Plus jamais : En combat, vous pouvez protéger quelqu'un sans lancer les dés, comme si vous aviez obtenu un 10+, mais vous ne pouvez pas subir moins de dégâts.", + "wronged-move3": "Ce qui ne me tue pas... : Si vous avez subi des dégâts en combat, gagnez +1 constant jusqu'à la fin du combat.", + "wronged-move4": "Ferveur : Quand vous manipulez quelqu'un, lancez 2D+Coriace au lieu de +Charme.", + "wronged-move5": "La sécurité d'abord : Vous vous êtes bricolé des protections supplémentaires, qui vous confèrent +1 armure (2 armure max.).", + "wronged-move6": "C'est une question de matériel : Vous gagnez +1 pour casser des gueules avec votre arme de prédilection (cf. votre équipement, ci-après).", + "wronged-move6.1": "Vous stabilisez la blessure, mais le patient subit -1 temporaire.", + "wronged-move6.2": "Retirez 1 dégât et stabilisez temporairement le blessé, mais la blessure finira par se rouvrir (2 dégâts et instable) ;", + "wronged-move6.3": "Retirez 1 dégât et stabilisez le blessé, qui subit cependant -1 constant jusqu’à être soigné correctement.", + "wronged-move7": "C’est une question de matériel : Vous gagnez +1 pour casser la gueule avec votre arme de prédilection.", + "wronged-armour": "Équipement de protection adapté à votre look, qui confère 1 armure.", + "wronged-signature": "Armes de prédilection", + "wronged-gear1": "Fusil à canon scié (3 dégâts, allonge/proche, sanglant, bruyant, rechargement)", + "wronged-gear2": "Escopette (3 dégâts, proche, bruyant)", + "wronged-gear3": "Couteau de combat (2 dégâts, allonge, discret)", + "wronged-gear4": "Grande épée ou grande hache (3 dégâts, allonge, sanglant, lourd)", + "wronged-gear5": "Armes spécialisées pour tuer vos ennemis (maillet et pieu en bois pour les vampires, dague en argent pour les loups-garous, etc.), 4 dégâts contre les créatures ciblées, 1 dégât autrement, et autres traits avec l’accord du Gardien. ", + "wronged-gear6": "Dague enchantée (2 dégâts, allonge, magique)", + "wronged-gear7": "Tronçonneuse (3 dégâts, allonge, sanglant, peu fiable, bruyant, lourd)", + "wronged-weapon": "Armes utiles", + "wronged-gear8": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "wronged-gear9": "9 mm (2 dégâts, proche, bruyant)", + "wronged-gear10": "Fusil de chasse (2 dégâts, loin, bruyant)", + "wronged-gear11": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "wronged-gear12": "Couteau de chasse (1 dégât, allonge)", + "wronged-gear13": "Coup-de-poing américain (1 dégât, allonge, petit)", + "wronged-gear14": "Fusil d'assaut (3 dégâts, loin, zone, bruyant, rechargement)", + "wronged-vehicle": "Véhicule (optionnel)", + "wronged-gear15": "Voiture banale", + "wronged-gear16": "Moto banale", + "wronged-gear17": "Pickup", + "wronged-gear18": "Van", + "Wronged-advance1": "Gagnez un refuge (comme l'Expert) avec deux options", + "Wronged-advance2": "Ajoutez une nouvelle option à votre refuge", + "Wronged-advance3": "Vous traquez le ou les monstres responsables de votre perte. Le prochain mystère du Gardien doit les concerner", + "Wronged-advance4": "Changez la cible de votre rage vengeresse. Choisissez une nouvelle espèce de monstres. Je connais ma proie s'applique maintenant à eux.", + "Gumshoe": "Détective", + "luck-special-gumshoe": "Quand vous utilisez un point de Chance, votre prochaine affaire sera en fait un mystère pour votre groupe de chasseurs, et le monstre concentrera son attention sur vous !", + "Gumshoe-Adv-harm": "Case de dégâts additionnelle", + "gumshoeCode": "Code de conduite", + "gumshoeCode-description": "En accord avec le Gardien, définissez en une phrase le code auquel vous adhérez.", + "gumshoeCode-example": "Exemples de codes : Les meurtres ne peuvent rester impunis. Les monstres doivent périr. Les innocents doivent être protégés. Les lois doivent être appliquées. Le mal doit être dénoncé. Le faible doit être protégé du fort. etc.", + "gumshoeCode-explain": "Ce Code vous définit. A chaque violation de votre Code, vous êtes déchus de l'usage des manœuvres liées au Code (The Postman Always Rings Twice, The Long Goodbye) et la possibilité d'user de votre chance. Cette incapacité dure jusqu'au prochain mystère, à moins de vous amender. Votre fidélité à votre Code vous rend sincère et intègre ; vous recevez +1 constant pour manipuler quelqu'un et vous ne pouvez être possédé ou charmé par aucune entité ou objet surnaturel, alien ou démoniaque.", + "Gumshoe-fixed-move1": "\"Occult Confidential\" : Pour chaque mystère, la première fois que vous observez en action un monstre, un larbin, ou un phénomène, vous pouvez poser une question de la liste de enquêter sur un mystère.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Caméra à vision nocturne", + "Gumshoe-gear2": "Petite caméra vidéo numérique", + "Gumshoe-gear3": "Caméra 8 mm ou 16 mm", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Microphone laser", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Coup-de-poing américain (1 dégât, allonge, petit)", + "Gumshoe-gear10": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "Gumshoe-gear11": "9 mm (2 dégâts, proche, bruyant)", + "Gumshoe-gear12": "Magnum (3 dégâts, proche, rechargement, bruyant)", + "Gumshoe-gear13": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Faite un allié d'un de vos contact", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Armes enchantées", + "hex-items": "Les ustensiles ou amulettes magiques avec lesquels vous pratiquez la magie ", + "hex-gear1": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "hex-gear2": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Arbalète (2 dégâts, proche, lent)", + "hex-gear6": "Bâton (1 dégât, allonge/proche, équilibré)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "Vous pouvez voler.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Vélo", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Moto", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Point de chance additionnel", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Couteau démesuré (2 dégâts, allonge, sanglant)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "hardcase-gear9": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "hardcase-gear10": "Fusil de chasse (2 dégâts, loin, bruyant)", + "hardcase-gear11": "9 mm (2 dégâts, proche, bruyant)", + "hardcase-gear12": "Couteau de chasse (1 dégât, allonge)", + "hardcase-gear13": "Magnum (3 dégâts, proche, rechargement, bruyant)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "luchador-gear2": "9 mm (2 dégâts, proche, bruyant)", + "luchador-gear3": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "luchador-gear4": "Chaîne lourdes (2 dégât, allonge, zone)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Couteau de chasse (1 dégât, allonge)", + "luchador-gear7": "Coup-de-poing américain (1 dégât, allonge, petit)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "sidekick-gear2": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "sidekick-gear3": "Batte de baseball (2 dégât, allonge)", + "sidekick-gear4": "9 mm (2 dégâts, proche, bruyant)", + "sidekick-gear5": "Couteau de chasse (1 dégât, allonge)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": "Revolver .32 (2 dégâts, proche, rechargement, bruyant)", + "snoop-gear25": "9 mm (2 dégâts, proche, bruyant)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Grande épée (3 dégâts, allonge, lourd, sanglant)", + "summoned-gear9": "Grosse hache (3 dégâts, allonge, lourd, sanglant)", + "summoned-gear10": "Magnum (3 dégâts, proche, rechargement, bruyant)", + "summoned-gear11": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Revolver standard (2 dégâts, proche, rechargement, bruyant)\n", + "traveler-gear10": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Titre du spécial", + "custom-special-description": "Description", + "custom-moves": "Manœuvres de l'archétype", + "custom-move-name": "Intitulé", + "custom-move-description": "Descriptif", + "custom-gear": "Équipement de l'archétype" +} diff --git a/Monster of the Week Official/translations/he.json b/Monster of the Week Official/translations/he.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/he.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/it.json b/Monster of the Week Official/translations/it.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/it.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/ja.json b/Monster of the Week Official/translations/ja.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/ja.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/ko.json b/Monster of the Week Official/translations/ko.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/ko.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/nl.json b/Monster of the Week Official/translations/nl.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/nl.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/pl.json b/Monster of the Week Official/translations/pl.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/pl.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/pt.json b/Monster of the Week Official/translations/pt.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/pt.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/ru.json b/Monster of the Week Official/translations/ru.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/ru.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/sv.json b/Monster of the Week Official/translations/sv.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/sv.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/tr.json b/Monster of the Week Official/translations/tr.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/tr.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/zh.json b/Monster of the Week Official/translations/zh.json new file mode 100644 index 0000000000..72a03b44ae --- /dev/null +++ b/Monster of the Week Official/translations/zh.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spellslinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret Training", + "fate-heroic5": "True Love", + "fate-heroic6": "Magical Powers", + "fate-heroic7": "Mystical Inheritance", + "fate-heroic8": "A Normal Life", + "fate-heroic9": "The End of Monsters", + "fate-heroic10": "Hidden Allies", + "fate-heroic11": "Divine Help", + "fate-heroic12": "You Can Save the World", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You Can't Save Everyone", + "fate-doom3": "Impossible Love", + "fate-doom4": "Failure", + "fate-doom5": "A Nemesis", + "fate-doom6": "No Normal Life", + "fate-doom7": "Doubt", + "fate-doom8": "Loss of Loved Ones", + "fate-doom9": "Treachery", + "fate-doom10": "Sympathy with the Enemy", + "fate-doom11": "Damnation", + "fate-doom12": "The End of Days", + "fate-doom13": "Hosts of Monsters", + "fate-doom14": "The Source of Evil", + "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", + "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", + "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", + "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", + "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", + "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", + "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Business End", + "chosen-gear8": "Artifact (+magic)", + "chosen-gear9": "Spikes (+1 harm, +messy)", + "chosen-gear10": "Blade (+1 harm)", + "chosen-gear11": "Heavy (+1 harm)", + "chosen-gear12": "Long (+close)", + "chosen-gear13": "Throwable (+close)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "background": "Background", + "background-description": "Before you were a hunter what less-than-legal job did you do?", + "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", + "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", + "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you ove", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", + "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", + "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", + "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", + "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", + "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", + "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", + "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", + "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", + "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", + "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies", + "pick-heat": "pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a
          personal goal to put you away", + "heat2": "You have a rival from your background", + "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", + "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", + "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-ally": "from your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", + "your-mission": "Your Mission", + "mission-description": "You have been put on the earth for a purpose", + "mission1": "You are here to fight the schemes of an adversary", + "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", + "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", + "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", + "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", + "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", + "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", + "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", + "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", + "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", + "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", + "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", + "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", + "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", + "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", + "Divine-ally": "a lesser divine being, sent from above to help you with your mission", + "Divine-advance1": "Erase one Luck point from your playbook", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", + "expert-weapons": "Monster-Slaying Weapons", + "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", + "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", + "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", + "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", + "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", + "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", + "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Your Haven", + "haven-description": "You have a haven, a safe place to work", + "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", + "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", + "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", + "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", + "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", + "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", + "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", + "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", + "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", + "expert-advance1": "Add a haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", + "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", + "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", + "flake-move4": "Suspicious Mind If someone lies to you, you know it ", + "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", + "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", + "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", + "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a haven like the Expert with two options", + "Flake-advance2": "Add a haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", + "your-sect": "Your Sect", + "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Your Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledge", + "good-tradition2": "Ancient Lore", + "good-tradition3": "Magical Lore", + "good-tradition4": "Fighting Arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters Everywhere", + "good-tradition7": "Secular Power", + "good-tradition8": "Flexible Tactics", + "good-tradition9": "Open Hierarchy", + "good-tradition10": "Rich", + "good-tradition11": "Integrated in Society", + "good-tradition12": "Nifty Gadgets", + "good-tradition13": "Magical Items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious Motives", + "bad-tradition2": "Tradition-Bound", + "bad-tradition3": "Short-Sighted", + "bad-tradition4": "Strict Laws", + "bad-tradition5": "Closed Hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Paranoid and Secretive", + "bad-tradition8": "Poor", + "bad-tradition9": "Total Obedience", + "bad-tradition10": "Obsolete Gear", + "bad-tradition11": "Tyrannical Leader", + "bad-tradition12": "Mystical Oaths", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", + "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", + "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", + "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", + "initiate-move3.1": "Have a useful object ready", + "initiate-move3.2": "Be somewhere you are needed, just in time", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", + "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", + "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", + "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", + "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", + "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", + "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", + "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand, close)", + "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", + "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "curses": "Curses", + "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", + "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", + "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", + "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", + "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", + "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", + "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", + "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", + "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", + "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", + "mundane-move6.1": "They ask you a hard question first", + "mundane-move6.2": "They stall and dither a while", + "mundane-move6.3": "They have a 'better' idea", + "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", + "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", + "mundane-move7.1": "Inflict 1 harm", + "mundane-move7.2": "Reduce someone's harm suffered by 1", + "mundane-move7.3": "Take +2 forward on an act under pressure", + "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", + "mundane-weapon": "Mundane Weapon", + "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "agency": "Agency", + "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", + "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well Armed", + "agency2": "Well Financed", + "agency3": "Rigorous Training", + "agency4": "Official Pull", + "agency5": "Cover Identities", + "agency6": "Good Intel", + "agency7": "Offices all over the place", + "agency8": "Support Teams", + "agency9": "Weird Tech Gadgets", + "agency10": "Recognised Authority", + "red-tape": "Red Tape", + "agency11": "Dubious Motives", + "agency12": "Bureaucratic", + "agency13": "Inter-departmental Rivalry", + "agency14": "Secretive Hierarchy", + "agency15": "Budget Cuts", + "agency16": "Take No Prisoners", + "agency17": "Hostile Superiors", + "agency18": "Cryptic Missions", + "agency19": "Live Capture Policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", + "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", + "professional-move2": "Unfazeable Take +1 Cool (max +3) ", + "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", + "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", + "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", + "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", + "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", + "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", + "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "professional-armour": "Armour", + "professional-gear1": "Flak Vest (1 amrour, hidden)", + "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", + "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", + "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", + "Spellslinger": "Spellslinger", + "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", + "spellslinger-weapon": "One Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": " Blast (2 harm, magic, close, obvious,
          loud)", + "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious,
          loud)", + "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", + "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", + "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", + "effect5": "Earth (Add 'forceful, restraining' to a
          base)", + "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark Bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood Swings", + "dark-side10": "Rage", + "dark-side11": "Self-Destruction", + "dark-side12": "Greed for Power", + "dark-side13": "Pain", + "dark-side14": "Poor Impulse Control", + "dark-side15": "Hallucinations", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", + "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", + "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", + "spooky-move2.1": "The target contracts a disease", + "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", + "spooky-move2.3": "The target breaks something precious or important", + "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", + "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", + "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", + "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", + "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident", + "spooky-move8.5": "The target finds something you left for them", + "spooky-move8.6": "The target loses something that you will soon find", + "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", + "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", + "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", + "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", + "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", + "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", + "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapons", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", + "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", + "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", + "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "Vehicles", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a haven like the Expert with two options", + "Wronged-advance2": "Add one more option to your haven", + "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right Breaking the Seal", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week Official/translations/zu.json b/Monster of the Week Official/translations/zu.json new file mode 100644 index 0000000000..95403c63a5 --- /dev/null +++ b/Monster of the Week Official/translations/zu.json @@ -0,0 +1,1183 @@ +{ + "sheet-version": "crwdns141138:0crwdne141138:0", + "character-name": "crwdns141140:0crwdne141140:0", + "character-gender": "crwdns141142:0crwdne141142:0", + "playbook": "crwdns141144:0crwdne141144:0", + "playbook-choice": "crwdns141146:0crwdne141146:0", + "character-look": "crwdns141148:0crwdne141148:0", + "select-text": "crwdns141150:0crwdne141150:0", + "stats": "crwdns141152:0crwdne141152:0", + "charm": "crwdns141154:0crwdne141154:0", + "cool": "crwdns141156:0crwdne141156:0", + "sharp": "crwdns141158:0crwdne141158:0", + "tough": "crwdns141160:0crwdne141160:0", + "weird": "crwdns141162:0crwdne141162:0", + "luck": "crwdns141164:0crwdne141164:0", + "luck-description": "crwdns141166:0crwdne141166:0", + "okay": "crwdns141168:0crwdne141168:0", + "doomed": "crwdns141170:0crwdne141170:0", + "special": "crwdns141172:0crwdne141172:0", + "harm": "crwdns141174:0crwdne141174:0", + "dying": "crwdns141176:0crwdne141176:0", + "unstable": "crwdns141178:0crwdne141178:0", + "experience": "crwdns141180:0crwdne141180:0", + "experience-description": "crwdns141182:0crwdne141182:0", + "xp-description": "crwdns141184:0crwdne141184:0", + "other-moves": "crwdns141186:0crwdne141186:0", + "gear": "crwdns141188:0crwdne141188:0", + "other-gear": "crwdns141190:0crwdne141190:0", + "improvements": "crwdns141192:0crwdne141192:0", + "improvements-description": "crwdns149586:0crwdne149586:0", + "max": "crwdns141196:0crwdne141196:0", + "another": "crwdns149588:0crwdne149588:0", + "move": "crwdns149590:0crwdne149590:0", + "ally": "crwdns141200:0crwdne141200:0", + "playbook-move": "crwdns141202:0crwdne141202:0", + "advanced-improvements": "crwdns149592:0crwdne149592:0", + "rating": "crwdns141206:0crwdne141206:0", + "new-playbook": "crwdns149594:0crwdne149594:0", + "second-hunter": "crwdns141210:0crwdne141210:0", + "basic-moves": "crwdns141212:0crwdne141212:0", + "retire": "crwdns141214:0crwdne141214:0", + "erase-luck": "crwdns149596:0crwdne149596:0", + "after-getting-improvement": "crwdns149598:0crwdne149598:0", + "history": "crwdns141216:0crwdne141216:0", + "pick-one": "crwdns141218:0crwdne141218:0", + "pick-two": "crwdns141220:0crwdne141220:0", + "pick-three": "crwdns141222:0crwdne141222:0", + "moves": "crwdns141224:0crwdne141224:0", + "1-fixed-move": "crwdns141226:0crwdne141226:0", + "2-fixed-moves": "crwdns141228:0crwdne141228:0", + "1-move": "crwdns141230:0crwdne141230:0", + "2-moves-then": "crwdns149600:0crwdne149600:0", + "2-moves": "crwdns149602:0crwdne149602:0", + "3-moves-then": "crwdns149604:0crwdne149604:0", + "3-moves": "crwdns141234:0crwdne141234:0", + "choose": "crwdns141236:0crwdne141236:0", + "one": "crwdns141238:0crwdne141238:0", + "two": "crwdns149606:0crwdne149606:0", + "three": "crwdns141244:0crwdne141244:0", + "the-chosen": "crwdns141246:0crwdne141246:0", + "the-crooked": "crwdns141248:0crwdne141248:0", + "the-divine": "crwdns141250:0crwdne141250:0", + "the-expert": "crwdns141252:0crwdne141252:0", + "the-flake": "crwdns141254:0crwdne141254:0", + "the-initiate": "crwdns141256:0crwdne141256:0", + "the-monstrous": "crwdns149608:0crwdne149608:0", + "the-mundane": "crwdns141260:0crwdne141260:0", + "the-professional": "crwdns141262:0crwdne141262:0", + "the-spellslinger": "crwdns149610:0crwdne149610:0", + "the-spooky": "crwdns141266:0crwdne141266:0", + "the-wronged": "crwdns141268:0crwdne141268:0", + "the-gumshoe": "crwdns149612:0crwdne149612:0", + "the-hex": "crwdns149614:0crwdne149614:0", + "the-pararomantic": "crwdns149616:0crwdne149616:0", + "the-searcher": "crwdns149618:0crwdne149618:0", + "the-exile": "crwdns149620:0crwdne149620:0", + "the-hardcase": "crwdns149622:0crwdne149622:0", + "the-luchador": "crwdns149624:0crwdne149624:0", + "the-meddlingkid": "crwdns149626:0crwdne149626:0", + "the-sidekick": "crwdns149628:0crwdne149628:0", + "the-snoop": "crwdns149630:0crwdne149630:0", + "the-summoned": "crwdns149632:0crwdne149632:0", + "the-traveler": "crwdns149634:0crwdne149634:0", + "the-actionscientist": "crwdns149636:0crwdne149636:0", + "the-biggamehunter": "crwdns149638:0crwdne149638:0", + "the-constructed": "crwdns149640:0crwdne149640:0", + "the-madscientist": "crwdns149642:0crwdne149642:0", + "custom-playbook": "crwdns141270:0crwdne141270:0", + "tome-of-mysteries": "crwdns149644:0crwdne149644:0", + "reinforcements": "crwdns149646:0crwdne149646:0", + "Brazilian": "crwdns149648:0crwdne149648:0", + "fan-made": "crwdns149650:0crwdne149650:0", + "chosen": "crwdns141272:0crwdne141272:0", + "luck-special-chosen": "crwdns149652:0crwdne149652:0", + "your-fate": "crwdns141276:0crwdne141276:0", + "fate-description": "crwdns141278:0crwdne141278:0", + "fate-unfold": "crwdns141280:0crwdne141280:0", + "heroic": "crwdns141282:0crwdne141282:0", + "fate-heroic1": "crwdns141284:0crwdne141284:0", + "fate-heroic2": "crwdns141286:0crwdne141286:0", + "fate-heroic3": "crwdns141288:0crwdne141288:0", + "fate-heroic4": "crwdns149654:0crwdne149654:0", + "fate-heroic5": "crwdns149656:0crwdne149656:0", + "fate-heroic6": "crwdns149658:0crwdne149658:0", + "fate-heroic7": "crwdns149660:0crwdne149660:0", + "fate-heroic8": "crwdns149662:0crwdne149662:0", + "fate-heroic9": "crwdns149664:0crwdne149664:0", + "fate-heroic10": "crwdns149666:0crwdne149666:0", + "fate-heroic11": "crwdns149668:0crwdne149668:0", + "fate-heroic12": "crwdns149670:0crwdne149670:0", + "doom": "crwdns141308:0crwdne141308:0", + "fate-doom1": "crwdns141310:0crwdne141310:0", + "fate-doom2": "crwdns149672:0crwdne149672:0", + "fate-doom3": "crwdns149674:0crwdne149674:0", + "fate-doom4": "crwdns141316:0crwdne141316:0", + "fate-doom5": "crwdns149676:0crwdne149676:0", + "fate-doom6": "crwdns149678:0crwdne149678:0", + "fate-doom7": "crwdns149680:0crwdne149680:0", + "fate-doom8": "crwdns149682:0crwdne149682:0", + "fate-doom9": "crwdns149684:0crwdne149684:0", + "fate-doom10": "crwdns149686:0crwdne149686:0", + "fate-doom11": "crwdns141330:0crwdne141330:0", + "fate-doom12": "crwdns149688:0crwdne149688:0", + "fate-doom13": "crwdns149690:0crwdne149690:0", + "fate-doom14": "crwdns149692:0crwdne149692:0", + "chosen-fixed1": "crwdns149694:0crwdne149694:0", + "chosen-fixed2": "crwdns149696:0crwdne149696:0", + "chosen-move1": "crwdns149698:0crwdne149698:0", + "chosen-move2": "crwdns149700:0crwdne149700:0", + "chosen-move3": "crwdns149702:0crwdne149702:0", + "chosen-move4": "crwdns149704:0crwdne149704:0", + "chosen-move5": "crwdns149706:0crwdne149706:0", + "chosen-gear1": "crwdns141352:0crwdne141352:0", + "optional": "crwdns141354:0crwdne141354:0", + "chosen-gear2": "crwdns149708:0crwdne149708:0", + "chosen-special-descrip": "crwdns149710:0crwdne149710:0", + "form": "crwdns141358:0crwdne141358:0", + "chosen-gear3": "crwdns149712:0crwdne149712:0", + "chosen-gear4": "crwdns141362:0crwdne141362:0", + "chosen-gear5": "crwdns141364:0crwdne141364:0", + "chosen-gear6": "crwdns141366:0crwdne141366:0", + "business-end": "crwdns149714:0crwdne149714:0", + "chosen-gear7": "crwdns149716:0crwdne149716:0", + "chosen-gear8": "crwdns149718:0crwdne149718:0", + "chosen-gear9": "crwdns149720:0crwdne149720:0", + "chosen-gear10": "crwdns149722:0crwdne149722:0", + "chosen-gear11": "crwdns149724:0crwdne149724:0", + "chosen-gear12": "crwdns149726:0crwdne149726:0", + "chosen-gear13": "crwdns149728:0crwdne149728:0", + "material": "crwdns141384:0crwdne141384:0", + "material-desc": "crwdns149730:0crwdne149730:0", + "chosen-advance1": "crwdns149732:0crwdne149732:0", + "Crooked": "crwdns141388:0crwdne141388:0", + "luck-special-Crooked": "crwdns149734:0crwdne149734:0", + "background": "crwdns141392:0crwdne141392:0", + "background-description": "crwdns149736:0crwdne149736:0", + "background1": "crwdns149738:0crwdne149738:0", + "background2": "crwdns149740:0crwdne149740:0", + "background2.1": "crwdns141400:0crwdne141400:0", + "background2.2": "crwdns141402:0crwdne141402:0", + "background2.3": "crwdns149742:0crwdne149742:0", + "background2.4": "crwdns141406:0crwdne141406:0", + "background3": "crwdns149744:0crwdne149744:0", + "background4": "crwdns149746:0crwdne149746:0", + "background4.1": "crwdns141412:0crwdne141412:0", + "background4.2": "crwdns149748:0crwdne149748:0", + "background4.3": "crwdns141416:0crwdne141416:0", + "background4.4": "crwdns149750:0crwdne149750:0", + "background5": "crwdns149752:0crwdne149752:0", + "background6": "crwdns149754:0crwdne149754:0", + "background6.1": "crwdns149756:0crwdne149756:0", + "background7": "crwdns149758:0crwdne149758:0", + "crooked-move1": "crwdns149760:0crwdne149760:0", + "crooked-move2": "crwdns149762:0crwdne149762:0", + "crooked-move3": "crwdns149764:0crwdne149764:0", + "crooked-move4": "crwdns149766:0crwdne149766:0", + "crooked-move5": "crwdns149768:0crwdne149768:0", + "crooked-move6": "crwdns149770:0crwdne149770:0", + "crooked-move7": "crwdns149772:0crwdne149772:0", + "crooked-move8": "crwdns149774:0crwdne149774:0", + "crooked-weapon": "crwdns149776:0crwdne149776:0", + "crooked-gear1": "crwdns149778:0crwdne149778:0", + "crooked-gear2": "crwdns149780:0crwdne149780:0", + "crooked-gear3": "crwdns141446:0crwdne141446:0", + "crooked-gear4": "crwdns141448:0crwdne141448:0", + "crooked-gear5": "crwdns141450:0crwdne141450:0", + "crooked-gear6": "crwdns141452:0crwdne141452:0", + "crooked-gear7": "crwdns141454:0crwdne141454:0", + "crooked-gear8": "crwdns149782:0crwdne149782:0", + "crooked-gear9": "crwdns149784:0crwdne149784:0", + "heat": "crwdns141472:0crwdne141472:0", + "heat-description": "crwdns149786:0crwdne149786:0", + "pick-heat": "crwdns149788:0crwdne149788:0", + "heat1": "crwdns149790:0crwdne149790:0", + "heat2": "crwdns149792:0crwdne149792:0", + "heat3": "crwdns149794:0crwdne149794:0", + "heat4": "crwdns149796:0crwdne149796:0", + "heat5": "crwdns149798:0crwdne149798:0", + "underworld": "crwdns141460:0crwdne141460:0", + "underworld-description": "crwdns149800:0crwdne149800:0", + "underworld1": "crwdns149802:0crwdne149802:0", + "underworld2": "crwdns149804:0crwdne149804:0", + "underworld3": "crwdns149806:0crwdne149806:0", + "underworld4": "crwdns149808:0crwdne149808:0", + "crooked-ally": "crwdns149810:0crwdne149810:0", + "crooked-advance1": "crwdns141490:0crwdne141490:0", + "Divine": "crwdns141494:0crwdne141494:0", + "luck-special-divine": "crwdns149812:0crwdne149812:0", + "your-mission": "crwdns149814:0crwdne149814:0", + "mission-description": "crwdns149816:0crwdne149816:0", + "mission1": "crwdns149818:0crwdne149818:0", + "mission2": "crwdns149820:0crwdne149820:0", + "mission3": "crwdns149822:0crwdne149822:0", + "mission4": "crwdns149824:0crwdne149824:0", + "mission5": "crwdns149826:0crwdne149826:0", + "divine-move1": "crwdns149828:0crwdne149828:0", + "divine-move2": "crwdns149830:0crwdne149830:0", + "divine-move3": "crwdns149832:0crwdne149832:0", + "divine-move4": "crwdns149834:0crwdne149834:0", + "divine-move5": "crwdns149836:0crwdne149836:0", + "divine-move6": "crwdns149838:0crwdne149838:0", + "divine-move7": "crwdns149840:0crwdne149840:0", + "divine-weapon": "crwdns149842:0crwdne149842:0", + "divine-armour": "crwdns149844:0crwdne149844:0", + "divine-gear1": "crwdns149846:0crwdne149846:0", + "divine-gear2": "crwdns149848:0crwdne149848:0", + "divine-gear3": "crwdns149850:0crwdne149850:0", + "divine-gear4": "crwdns149852:0crwdne149852:0", + "divine-gear5": "crwdns149854:0crwdne149854:0", + "Divine-ally": "crwdns149856:0crwdne149856:0", + "Divine-advance1": "crwdns149858:0crwdne149858:0", + "Expert": "crwdns141542:0crwdne141542:0", + "luck-special-expert": "crwdns149860:0crwdne149860:0", + "expert-weapons": "crwdns149862:0crwdne149862:0", + "expert-gear1": "crwdns149864:0crwdne149864:0", + "expert-gear2": "crwdns149866:0crwdne149866:0", + "expert-gear3": "crwdns149868:0crwdne149868:0", + "expert-gear4": "crwdns141552:0crwdne141552:0", + "expert-gear5": "crwdns141554:0crwdne141554:0", + "expert-gear6": "crwdns141556:0crwdne141556:0", + "expert-gear7": "crwdns149870:0crwdne149870:0", + "expert-gear8": "crwdns141560:0crwdne141560:0", + "expert-gear9": "crwdns141562:0crwdne141562:0", + "expert-move1": "crwdns149872:0crwdne149872:0", + "expert-move2": "crwdns149874:0crwdne149874:0", + "expert-move3": "crwdns149876:0crwdne149876:0", + "expert-move4": "crwdns149878:0crwdne149878:0", + "expert-move5": "crwdns149880:0crwdne149880:0", + "expert-move6": "crwdns149882:0crwdne149882:0", + "expert-move7": "crwdns149884:0crwdne149884:0", + "expert-move7.1": "crwdns141578:0crwdne141578:0", + "expert-move7.2": "crwdns141580:0crwdne141580:0", + "expert-move7.3": "crwdns149886:0crwdne149886:0", + "expert-move7.4": "crwdns141584:0crwdne141584:0", + "your-haven": "crwdns149888:0crwdne149888:0", + "haven-description": "crwdns149890:0crwdne149890:0", + "haven1": "crwdns149892:0crwdne149892:0", + "haven2": "crwdns149894:0crwdne149894:0", + "haven3": "crwdns149896:0crwdne149896:0", + "haven4": "crwdns149898:0crwdne149898:0", + "haven5": "crwdns149900:0crwdne149900:0", + "haven6": "crwdns149902:0crwdne149902:0", + "haven7": "crwdns149904:0crwdne149904:0", + "haven8": "crwdns149906:0crwdne149906:0", + "haven9": "crwdns149908:0crwdne149908:0", + "expert-advance1": "crwdns149910:0crwdne149910:0", + "Flake": "crwdns141612:0crwdne141612:0", + "luck-special-flake": "crwdns149912:0crwdne149912:0", + "flake-move1": "crwdns149914:0crwdne149914:0", + "flake-move1.1": "crwdns141616:0crwdne141616:0", + "flake-move1.2": "crwdns141618:0crwdne141618:0", + "flake-move1.3": "crwdns141620:0crwdne141620:0", + "flake-move1.4": "crwdns141622:0crwdne141622:0", + "flake-move1.5": "crwdns141624:0crwdne141624:0", + "flake-move2": "crwdns149916:0crwdne149916:0", + "flake-move3": "crwdns149918:0crwdne149918:0", + "flake-move4": "crwdns149920:0crwdne149920:0", + "flake-move5": "crwdns149922:0crwdne149922:0", + "flake-move6": "crwdns149924:0crwdne149924:0", + "flake-move7": "crwdns149926:0crwdne149926:0", + "flake-move8": "crwdns149928:0crwdne149928:0", + "flake-normal": "crwdns149930:0crwdne149930:0", + "flake-gear1": "crwdns149932:0crwdne149932:0", + "flake-gear2": "crwdns149934:0crwdne149934:0", + "flake-gear3": "crwdns149936:0crwdne149936:0", + "flake-gear4": "crwdns149938:0crwdne149938:0", + "flake-gear5": "crwdns149940:0crwdne149940:0", + "flake-gear6": "crwdns149942:0crwdne149942:0", + "flake-hidden": "crwdns141654:0crwdne141654:0", + "flake-gear7": "crwdns149944:0crwdne149944:0", + "flake-gear8": "crwdns149946:0crwdne149946:0", + "flake-gear9": "crwdns149948:0crwdne149948:0", + "flake-gear10": "crwdns149950:0crwdne149950:0", + "flake-gear11": "crwdns149952:0crwdne149952:0", + "flake-gear12": "crwdns149954:0crwdne149954:0", + "Flake-advance1": "crwdns149956:0crwdne149956:0", + "Flake-advance2": "crwdns149958:0crwdne149958:0", + "Initiate": "crwdns141672:0crwdne141672:0", + "luck-special-initiate": "crwdns149960:0crwdne149960:0", + "your-sect": "crwdns149962:0crwdne149962:0", + "sect-description": "crwdns149964:0crwdne149964:0", + "sect-traditions": "crwdns149966:0crwdne149966:0", + "good-traditions": "crwdns141680:0crwdne141680:0", + "good-tradition1": "crwdns149968:0crwdne149968:0", + "good-tradition2": "crwdns149970:0crwdne149970:0", + "good-tradition3": "crwdns149972:0crwdne149972:0", + "good-tradition4": "crwdns149974:0crwdne149974:0", + "good-tradition5": "crwdns141690:0crwdne141690:0", + "good-tradition6": "crwdns149976:0crwdne149976:0", + "good-tradition7": "crwdns149978:0crwdne149978:0", + "good-tradition8": "crwdns149980:0crwdne149980:0", + "good-tradition9": "crwdns149982:0crwdne149982:0", + "good-tradition10": "crwdns149984:0crwdne149984:0", + "good-tradition11": "crwdns149986:0crwdne149986:0", + "good-tradition12": "crwdns149988:0crwdne149988:0", + "good-tradition13": "crwdns149990:0crwdne149990:0", + "bad-traditions": "crwdns141708:0crwdne141708:0", + "bad-tradition1": "crwdns149992:0crwdne149992:0", + "bad-tradition2": "crwdns149994:0crwdne149994:0", + "bad-tradition3": "crwdns149996:0crwdne149996:0", + "bad-tradition4": "crwdns149998:0crwdne149998:0", + "bad-tradition5": "crwdns150000:0crwdne150000:0", + "bad-tradition6": "crwdns141720:0crwdne141720:0", + "bad-tradition7": "crwdns150002:0crwdne150002:0", + "bad-tradition8": "crwdns150004:0crwdne150004:0", + "bad-tradition9": "crwdns150006:0crwdne150006:0", + "bad-tradition10": "crwdns150008:0crwdne150008:0", + "bad-tradition11": "crwdns150010:0crwdne150010:0", + "bad-tradition12": "crwdns150012:0crwdne150012:0", + "initiate-fixed-move1": "crwdns150014:0crwdne150014:0", + "initiate-move1": "crwdns150016:0crwdne150016:0", + "initiate-move2": "crwdns150018:0crwdne150018:0", + "initiate-move3": "crwdns150020:0crwdne150020:0", + "initiate-move3.1": "crwdns150022:0crwdne150022:0", + "initiate-move3.2": "crwdns150024:0crwdne150024:0", + "initiate-move3.3": "crwdns150026:0crwdne150026:0", + "initiate-move3.4": "crwdns150028:0crwdne150028:0", + "initiate-move4": "crwdns150030:0crwdne150030:0", + "initiate-move5": "crwdns150032:0crwdne150032:0", + "initiate-move6": "crwdns150034:0crwdne150034:0", + "initiate-move7": "crwdns150036:0crwdne150036:0", + "initiate-move8": "crwdns150038:0crwdne150038:0", + "inititate-armour": "crwdns150040:0crwdne150040:0", + "inititate-old": "crwdns141762:0crwdne141762:0", + "inititate-oldgear-pick": "crwdns150042:0crwdne150042:0", + "inititate-gear1": "crwdns141766:0crwdne141766:0", + "inititate-gear2": "crwdns141768:0crwdne141768:0", + "inititate-gear3": "crwdns150044:0crwdne150044:0", + "inititate-gear4": "crwdns150046:0crwdne150046:0", + "inititate-gear5": "crwdns141774:0crwdne141774:0", + "inititate-gear6": "crwdns141776:0crwdne141776:0", + "inititate-gear7": "crwdns150048:0crwdne150048:0", + "inititate-gear8": "crwdns150050:0crwdne150050:0", + "inititate-gear9": "crwdns141782:0crwdne141782:0", + "initiate-modern": "crwdns141784:0crwdne141784:0", + "initiate-moderngear-pick": "crwdns150052:0crwdne150052:0", + "inititate-gear10": "crwdns150054:0crwdne150054:0", + "inititate-gear11": "crwdns150056:0crwdne150056:0", + "inititate-gear12": "crwdns141792:0crwdne141792:0", + "inititate-gear13": "crwdns141794:0crwdne141794:0", + "inititate-gear14": "crwdns150058:0crwdne150058:0", + "Initiate-advance1": "crwdns141798:0crwdne141798:0", + "Initiate-advance2": "crwdns150060:0crwdne150060:0", + "Initiate-advance3": "crwdns141802:0crwdne141802:0", + "Monstrous": "crwdns150062:0crwdne150062:0", + "luck-special-monstrous": "crwdns150064:0crwdne150064:0", + "monster-breed": "crwdns141806:0crwdne141806:0", + "breed-description": "crwdns150066:0crwdne150066:0", + "curses": "crwdns141810:0crwdne141810:0", + "curse1": "crwdns150068:0crwdne150068:0", + "curse2": "crwdns150070:0crwdne150070:0", + "curse3": "crwdns150072:0crwdne150072:0", + "curse4": "crwdns150074:0crwdne150074:0", + "monstrous-move1": "crwdns150076:0crwdne150076:0", + "monstrous-move2": "crwdns150078:0crwdne150078:0", + "monstrous-move3": "crwdns150080:0crwdne150080:0", + "monstrous-move4": "crwdns150082:0crwdne150082:0", + "monstrous-move5": "crwdns150084:0crwdne150084:0", + "monstrous-move6": "crwdns150086:0crwdne150086:0", + "monstrous-move7": "crwdns150088:0crwdne150088:0", + "monstrous-move8": "crwdns150090:0crwdne150090:0", + "monstrous-move9": "crwdns150092:0crwdne150092:0", + "monstrous-move10": "crwdns150094:0crwdne150094:0", + "monstrous-move11": "crwdns150096:0crwdne150096:0", + "monstrous-move12": "crwdns150098:0crwdne150098:0", + "natural-attacks": "crwdns141844:0crwdne141844:0", + "monstrous-attacks-pick": "crwdns150100:0crwdne150100:0", + "monstrous-attacks1": "crwdns150102:0crwdne150102:0", + "monstrous-attacks2": "crwdns150104:0crwdne150104:0", + "monstrous-attacks3": "crwdns150106:0crwdne150106:0", + "monstrous-attacks4": "crwdns150108:0crwdne150108:0", + "monstrous-attacks5": "crwdns150110:0crwdne150110:0", + "monstrous-attacks6": "crwdns150112:0crwdne150112:0", + "monstrous-attacks7": "crwdns150114:0crwdne150114:0", + "monstrous-weapon": "crwdns150116:0crwdne150116:0", + "monstrous-gear1": "crwdns150118:0crwdne150118:0", + "monstrous-gear2": "crwdns150120:0crwdne150120:0", + "monstrous-gear3": "crwdns150122:0crwdne150122:0", + "monstrous-gear4": "crwdns150124:0crwdne150124:0", + "monstrous-gear5": "crwdns150126:0crwdne150126:0", + "monstrous-gear6": "crwdns150128:0crwdne150128:0", + "monstrous-gear7": "crwdns150130:0crwdne150130:0", + "monstrous-gear8": "crwdns150132:0crwdne150132:0", + "Monstrous-advance1": "crwdns150134:0crwdne150134:0", + "Monstrous-advance2": "crwdns150136:0crwdne150136:0", + "Monstrous-advance3": "crwdns150138:0crwdne150138:0", + "Monstrous-advance4": "crwdns150140:0crwdne150140:0", + "Mundane": "crwdns141888:0crwdne141888:0", + "luck-special-mundane": "crwdns150142:0crwdne150142:0", + "mundane-move1": "crwdns150144:0crwdne150144:0", + "mundane-move2": "crwdns150146:0crwdne150146:0", + "mundane-move3": "crwdns150148:0crwdne150148:0", + "mundane-move4": "crwdns150150:0crwdne150150:0", + "mundane-move5": "crwdns150152:0crwdne150152:0", + "mundane-move6": "crwdns150154:0crwdne150154:0", + "mundane-move6.1": "crwdns150156:0crwdne150156:0", + "mundane-move6.2": "crwdns150158:0crwdne150158:0", + "mundane-move6.3": "crwdns150160:0crwdne150160:0", + "mundane-move6.4": "crwdns150162:0crwdne150162:0", + "mundane-move7": "crwdns150164:0crwdne150164:0", + "mundane-move7.1": "crwdns150166:0crwdne150166:0", + "mundane-move7.2": "crwdns150168:0crwdne150168:0", + "mundane-move7.3": "crwdns150170:0crwdne150170:0", + "mundane-move8": "crwdns150172:0crwdne150172:0", + "mundane-weapon": "crwdns150174:0crwdne150174:0", + "mundane-gear1": "crwdns150176:0crwdne150176:0", + "mundane-gear2": "crwdns150178:0crwdne150178:0", + "mundane-gear3": "crwdns150180:0crwdne150180:0", + "mundane-gear4": "crwdns141928:0crwdne141928:0", + "mundane-gear5": "crwdns150182:0crwdne150182:0", + "mundane-gear6": "crwdns141932:0crwdne141932:0", + "mundane-transport": "crwdns141934:0crwdne141934:0", + "mundane-gear7": "crwdns141936:0crwdne141936:0", + "mundane-gear8": "crwdns141938:0crwdne141938:0", + "mundane-gear9": "crwdns141940:0crwdne141940:0", + "mundane-gear10": "crwdns141942:0crwdne141942:0", + "mundane-gear11": "crwdns141944:0crwdne141944:0", + "mundane-gear12": "crwdns141946:0crwdne141946:0", + "Professional": "crwdns141956:0crwdne141956:0", + "luck-special-professional": "crwdns150184:0crwdne150184:0", + "agency": "crwdns141958:0crwdne141958:0", + "agency-description": "crwdns150186:0crwdne150186:0", + "agency-goal": "crwdns150188:0crwdne150188:0", + "resources": "crwdns141964:0crwdne141964:0", + "agency1": "crwdns150190:0crwdne150190:0", + "agency2": "crwdns150192:0crwdne150192:0", + "agency3": "crwdns150194:0crwdne150194:0", + "agency4": "crwdns150196:0crwdne150196:0", + "agency5": "crwdns150198:0crwdne150198:0", + "agency6": "crwdns150200:0crwdne150200:0", + "agency7": "crwdns150202:0crwdne150202:0", + "agency8": "crwdns150204:0crwdne150204:0", + "agency9": "crwdns150206:0crwdne150206:0", + "agency10": "crwdns150208:0crwdne150208:0", + "red-tape": "crwdns141986:0crwdne141986:0", + "agency11": "crwdns150210:0crwdne150210:0", + "agency12": "crwdns141990:0crwdne141990:0", + "agency13": "crwdns150212:0crwdne150212:0", + "agency14": "crwdns150214:0crwdne150214:0", + "agency15": "crwdns150216:0crwdne150216:0", + "agency16": "crwdns150218:0crwdne150218:0", + "agency17": "crwdns150220:0crwdne150220:0", + "agency18": "crwdns150222:0crwdne150222:0", + "agency19": "crwdns150224:0crwdne150224:0", + "professional-fixed-move1": "crwdns150226:0crwdne150226:0", + "professional-move1": "crwdns150228:0crwdne150228:0", + "professional-move2": "crwdns150230:0crwdne150230:0", + "professional-move3": "crwdns150232:0crwdne150232:0", + "professional-move4": "crwdns150234:0crwdne150234:0", + "professional-move5": "crwdns150236:0crwdne150236:0", + "professional-move6": "crwdns150238:0crwdne150238:0", + "professional-move7": "crwdns150240:0crwdne150240:0", + "professional-move7.1": "crwdns150242:0crwdne150242:0", + "professional-move7.2": "crwdns150244:0crwdne150244:0", + "professional-armour": "crwdns142026:0crwdne142026:0", + "professional-gear1": "crwdns150246:0crwdne150246:0", + "professional-gear2": "crwdns150248:0crwdne150248:0", + "professional-serious-weapon": "crwdns142032:0crwdne142032:0", + "professional-gear3": "crwdns150250:0crwdne150250:0", + "professional-gear4": "crwdns150252:0crwdne150252:0", + "professional-gear5": "crwdns142038:0crwdne142038:0", + "professional-gear6": "crwdns150254:0crwdne150254:0", + "professional-gear7": "crwdns150256:0crwdne150256:0", + "professional-normal-weapon": "crwdns142044:0crwdne142044:0", + "professional-gear8": "crwdns150258:0crwdne150258:0", + "professional-gear9": "crwdns142048:0crwdne142048:0", + "professional-gear10": "crwdns142050:0crwdne142050:0", + "professional-gear11": "crwdns142052:0crwdne142052:0", + "professional-gear12": "crwdns142054:0crwdne142054:0", + "Professional-advance1": "crwdns150260:0crwdne150260:0", + "Professional-advance2": "crwdns142058:0crwdne142058:0", + "Professional-advance3": "crwdns150262:0crwdne150262:0", + "Spellslinger": "crwdns150264:0crwdne150264:0", + "luck-special-spellslinger": "crwdns150266:0crwdne150266:0", + "spellslinger-weapon": "crwdns150268:0crwdne150268:0", + "spellslinger-gear1": "crwdns150270:0crwdne150270:0", + "spellslinger-gear2": "crwdns142070:0crwdne142070:0", + "spellslinger-gear3": "crwdns142072:0crwdne142072:0", + "extra-fixed-move": "crwdns150272:0crwdne150272:0", + "spellslinger-fixed-move1": "crwdns150274:0crwdne150274:0", + "spellslinger-fixed-move1.1": "crwdns150276:0crwdne150276:0", + "spellslinger-fixed-move1.2": "crwdns150278:0crwdne150278:0", + "spellslinger-fixed-move1.3": "crwdns150280:0crwdne150280:0", + "spellslinger-fixed-move1.4": "crwdns150282:0crwdne150282:0", + "combat-magic": "crwdns142100:0crwdne142100:0", + "combat-magic-description": "crwdns150284:0crwdne150284:0", + "combat-magic-pick": "crwdns142104:0crwdne142104:0", + "bases": "crwdns142106:0crwdne142106:0", + "base1": "crwdns150286:0crwdne150286:0", + "base2": "crwdns150288:0crwdne150288:0", + "base3": "crwdns150290:0crwdne150290:0", + "base4": "crwdns150292:0crwdne150292:0", + "effects": "crwdns142116:0crwdne142116:0", + "effect1": "crwdns150294:0crwdne150294:0", + "effect2": "crwdns150296:0crwdne150296:0", + "effect3": "crwdns150298:0crwdne150298:0", + "effect4": "crwdns150300:0crwdne150300:0", + "effect5": "crwdns150302:0crwdne150302:0", + "effect6": "crwdns150304:0crwdne150304:0", + "spellslinger-move1": "crwdns150306:0crwdne150306:0", + "spellslinger-move2": "crwdns150308:0crwdne150308:0", + "spellslinger-move3": "crwdns150310:0crwdne150310:0", + "spellslinger-move3.1": "crwdns150312:0crwdne150312:0", + "spellslinger-move3.2": "crwdns150314:0crwdne150314:0", + "spellslinger-move4": "crwdns150316:0crwdne150316:0", + "spellslinger-move5": "crwdns150318:0crwdne150318:0", + "spellslinger-move6": "crwdns150320:0crwdne150320:0", + "spellslinger-move7": "crwdns150322:0crwdne150322:0", + "spellslinger-move8": "crwdns150324:0crwdne150324:0", + "spellslinger-move9": "crwdns150326:0crwdne150326:0", + "spellslinger-move10": "crwdns150328:0crwdne150328:0", + "Spellslinger-advance1": "crwdns150330:0crwdne150330:0", + "Spellslinger-advance2": "crwdns150332:0crwdne150332:0", + "Spooky": "crwdns142138:0crwdne142138:0", + "luck-special-spooky": "crwdns150334:0crwdne150334:0", + "dark-side": "crwdns142142:0crwdne142142:0", + "dark-side-description1": "crwdns150336:0crwdne150336:0", + "dark-side1": "crwdns142148:0crwdne142148:0", + "dark-side2": "crwdns142150:0crwdne142150:0", + "dark-side3": "crwdns142152:0crwdne142152:0", + "dark-side4": "crwdns142154:0crwdne142154:0", + "dark-side5": "crwdns150338:0crwdne150338:0", + "dark-side6": "crwdns142158:0crwdne142158:0", + "dark-side7": "crwdns142160:0crwdne142160:0", + "dark-side8": "crwdns142162:0crwdne142162:0", + "dark-side9": "crwdns150340:0crwdne150340:0", + "dark-side10": "crwdns142166:0crwdne142166:0", + "dark-side11": "crwdns150342:0crwdne150342:0", + "dark-side12": "crwdns150344:0crwdne150344:0", + "dark-side13": "crwdns150346:0crwdne150346:0", + "dark-side14": "crwdns150348:0crwdne150348:0", + "dark-side15": "crwdns150350:0crwdne150350:0", + "dark-side16": "crwdns142178:0crwdne142178:0", + "dark-side-effects": "crwdns150352:0crwdne150352:0", + "spooky-move1": "crwdns150354:0crwdne150354:0", + "spooky-move2": "crwdns150356:0crwdne150356:0", + "spooky-move2.1": "crwdns150358:0crwdne150358:0", + "spooky-move2.2": "crwdns150360:0crwdne150360:0", + "spooky-move2.3": "crwdns150362:0crwdne150362:0", + "spooky-move3": "crwdns150364:0crwdne150364:0", + "spooky-move4": "crwdns150366:0crwdne150366:0", + "spooky-move5": "crwdns150368:0crwdne150368:0", + "spooky-move6": "crwdns150370:0crwdne150370:0", + "spooky-move6.1": "crwdns150372:0crwdne150372:0", + "spooky-move6.2": "crwdns150374:0crwdne150374:0", + "spooky-move6.3": "crwdns150376:0crwdne150376:0", + "spooky-move6.4": "crwdns150378:0crwdne150378:0", + "spooky-move6.5": "crwdns150380:0crwdne150380:0", + "spooky-move7": "crwdns150382:0crwdne150382:0", + "spooky-move8": "crwdns150384:0crwdne150384:0", + "spooky-move8.1": "crwdns150386:0crwdne150386:0", + "spooky-move8.2": "crwdns150388:0crwdne150388:0", + "spooky-move8.3": "crwdns150390:0crwdne150390:0", + "spooky-move8.4": "crwdns150392:0crwdne150392:0", + "spooky-move8.5": "crwdns150394:0crwdne150394:0", + "spooky-move8.6": "crwdns150396:0crwdne150396:0", + "spooky-items": "crwdns150398:0crwdne150398:0", + "spooky-weapons": "crwdns142228:0crwdne142228:0", + "spooky-gear1": "crwdns150400:0crwdne150400:0", + "spooky-gear2": "crwdns142232:0crwdne142232:0", + "spooky-gear3": "crwdns142234:0crwdne142234:0", + "spooky-gear4": "crwdns142236:0crwdne142236:0", + "spooky-gear5": "crwdns142238:0crwdne142238:0", + "Spooky-advance1": "crwdns150402:0crwdne150402:0", + "Spooky-advance2": "crwdns150404:0crwdne150404:0", + "Spooky-advance3": "crwdns150406:0crwdne150406:0", + "Wronged": "crwdns142244:0crwdne142244:0", + "luck-special-wronged": "crwdns150408:0crwdne150408:0", + "who-you-lost": "crwdns142246:0crwdne142246:0", + "who": "crwdns142248:0crwdne142248:0", + "pick-some": "crwdns142254:0crwdne142254:0", + "lost-pick": "crwdns150410:0crwdne150410:0", + "lost-save-them": "crwdns142252:0crwdne142252:0", + "lost1": "crwdns142256:0crwdne142256:0", + "lost2": "crwdns142258:0crwdne142258:0", + "lost3": "crwdns142260:0crwdne142260:0", + "lost4": "crwdns142262:0crwdne142262:0", + "lost5": "crwdns142264:0crwdne142264:0", + "lost6": "crwdns142266:0crwdne142266:0", + "lost7": "crwdns142268:0crwdne142268:0", + "lost8": "crwdns142270:0crwdne142270:0", + "what-prey": "crwdns142272:0crwdne142272:0", + "prey-breed": "crwdns150412:0crwdne150412:0", + "prey": "crwdns142274:0crwdne142274:0", + "wronged-fixed-move1": "crwdns150414:0crwdne150414:0", + "wronged-move1": "crwdns150416:0crwdne150416:0", + "wronged-move2": "crwdns150418:0crwdne150418:0", + "wronged-move3": "crwdns150420:0crwdne150420:0", + "wronged-move4": "crwdns150422:0crwdne150422:0", + "wronged-move5": "crwdns150424:0crwdne150424:0", + "wronged-move6": "crwdns150426:0crwdne150426:0", + "wronged-move6.1": "crwdns150428:0crwdne150428:0", + "wronged-move6.2": "crwdns150430:0crwdne150430:0", + "wronged-move6.3": "crwdns150432:0crwdne150432:0", + "wronged-move7": "crwdns150434:0crwdne150434:0", + "wronged-armour": "crwdns142300:0crwdne142300:0", + "wronged-signature": "crwdns150436:0crwdne150436:0", + "wronged-gear1": "crwdns150438:0crwdne150438:0", + "wronged-gear2": "crwdns142306:0crwdne142306:0", + "wronged-gear3": "crwdns142308:0crwdne142308:0", + "wronged-gear4": "crwdns150440:0crwdne150440:0", + "wronged-gear5": "crwdns150442:0crwdne150442:0", + "wronged-gear6": "crwdns150444:0crwdne150444:0", + "wronged-gear7": "crwdns150446:0crwdne150446:0", + "wronged-weapon": "crwdns142318:0crwdne142318:0", + "wronged-gear8": "crwdns150448:0crwdne150448:0", + "wronged-gear9": "crwdns142322:0crwdne142322:0", + "wronged-gear10": "crwdns142324:0crwdne142324:0", + "wronged-gear11": "crwdns150450:0crwdne150450:0", + "wronged-gear12": "crwdns142328:0crwdne142328:0", + "wronged-gear13": "crwdns142330:0crwdne142330:0", + "wronged-gear14": "crwdns142332:0crwdne142332:0", + "wronged-vehicle": "crwdns150452:0crwdne150452:0", + "wronged-gear15": "crwdns142338:0crwdne142338:0", + "wronged-gear16": "crwdns142340:0crwdne142340:0", + "wronged-gear17": "crwdns142342:0crwdne142342:0", + "wronged-gear18": "crwdns142344:0crwdne142344:0", + "Wronged-advance1": "crwdns150454:0crwdne150454:0", + "Wronged-advance2": "crwdns150456:0crwdne150456:0", + "Wronged-advance3": "crwdns150458:0crwdne150458:0", + "Wronged-advance4": "crwdns150460:0crwdne150460:0", + "Gumshoe": "crwdns150462:0crwdne150462:0", + "luck-special-gumshoe": "crwdns150464:0crwdne150464:0", + "Gumshoe-Adv-harm": "crwdns150466:0crwdne150466:0", + "gumshoeCode": "crwdns150468:0crwdne150468:0", + "gumshoeCode-description": "crwdns150470:0crwdne150470:0", + "gumshoeCode-example": "crwdns150472:0crwdne150472:0", + "gumshoeCode-explain": "crwdns150474:0crwdne150474:0", + "Gumshoe-fixed-move1": "crwdns150476:0crwdne150476:0", + "Gumshoe-fixed-move2": "crwdns150478:0crwdne150478:0", + "Gumshoe-fixed-move2-examples": "crwdns150480:0crwdne150480:0", + "Gumshoe-fixed-move2-continued": "crwdns150482:0crwdne150482:0", + "Gumshoe-move1": "crwdns150484:0crwdne150484:0", + "Gumshoe-move2": "crwdns150486:0crwdne150486:0", + "Gumshoe-move3": "crwdns150488:0crwdne150488:0", + "Gumshoe-move3.1": "crwdns150490:0crwdne150490:0", + "Gumshoe-move3.2": "crwdns150492:0crwdne150492:0", + "Gumshoe-move3.3": "crwdns150494:0crwdne150494:0", + "Gumshoe-move3.4": "crwdns150496:0crwdne150496:0", + "Gumshoe-move3.5": "crwdns150498:0crwdne150498:0", + "Gumshoe-move4": "crwdns150500:0crwdne150500:0", + "Gumshoe-move5": "crwdns150502:0crwdne150502:0", + "Gumshoe-move6": "crwdns150504:0crwdne150504:0", + "Gumshoe-move6.1": "crwdns150506:0crwdne150506:0", + "Gumshoe-move6.2": "crwdns150508:0crwdne150508:0", + "Gumshoe-move6.3": "crwdns150510:0crwdne150510:0", + "Gumshoe-move6.4": "crwdns150512:0crwdne150512:0", + "Gumshoe-move7": "crwdns150514:0crwdne150514:0", + "Gumshoe-move7.1": "crwdns150516:0crwdne150516:0", + "Gumshoe-move7.2": "crwdns150518:0crwdne150518:0", + "Gumshoe-move7.3": "crwdns150520:0crwdne150520:0", + "Gumshoe-move7.4": "crwdns150522:0crwdne150522:0", + "Gumshoe-move7.5": "crwdns150524:0crwdne150524:0", + "Gumshoe-gear-base": "crwdns150526:0crwdne150526:0", + "Gumshoe-recording": "crwdns150528:0crwdne150528:0", + "Gumshoe-gear1": "crwdns150530:0crwdne150530:0", + "Gumshoe-gear2": "crwdns150532:0crwdne150532:0", + "Gumshoe-gear3": "crwdns150534:0crwdne150534:0", + "Gumshoe-gear4": "crwdns150536:0crwdne150536:0", + "Gumshoe-gear5": "crwdns150538:0crwdne150538:0", + "Gumshoe-gear6": "crwdns150540:0crwdne150540:0", + "Gumshoe-gear7": "crwdns150542:0crwdne150542:0", + "Gumshoe-gear8": "crwdns150544:0crwdne150544:0", + "Gumshoe-weapon": "crwdns150546:0crwdne150546:0", + "Gumshoe-gear9": "crwdns150548:0crwdne150548:0", + "Gumshoe-gear10": "crwdns150550:0crwdne150550:0", + "Gumshoe-gear11": "crwdns150552:0crwdne150552:0", + "Gumshoe-gear12": "crwdns150554:0crwdne150554:0", + "Gumshoe-gear13": "crwdns150556:0crwdne150556:0", + "Gumshoe-gear14": "crwdns150558:0crwdne150558:0", + "Gumshoe-advance1": "crwdns150560:0crwdne150560:0", + "Gumshoe-advance2": "crwdns150562:0crwdne150562:0", + "Gumshoe-advance3": "crwdns150564:0crwdne150564:0", + "Gumshoe-advance4": "crwdns150566:0crwdne150566:0", + "Hex": "crwdns150568:0crwdne150568:0", + "luck-special-hex": "crwdns150570:0crwdne150570:0", + "hex-weapons": "crwdns150572:0crwdne150572:0", + "hex-items": "crwdns150574:0crwdne150574:0", + "hex-gear1": "crwdns150576:0crwdne150576:0", + "hex-gear2": "crwdns150578:0crwdne150578:0", + "hex-gear3": "crwdns150580:0crwdne150580:0", + "hex-gear4": "crwdns150582:0crwdne150582:0", + "hex-gear5": "crwdns150584:0crwdne150584:0", + "hex-gear6": "crwdns150586:0crwdne150586:0", + "hex-advmove": "crwdns150588:0crwdne150588:0", + "hex-advmove-desc": "crwdns150590:0crwdne150590:0", + "hex-advmove1": "crwdns150592:0crwdne150592:0", + "hex-advmove1.1": "crwdns150594:0crwdne150594:0", + "hex-advmove1.2": "crwdns150596:0crwdne150596:0", + "hex-advmove1.3": "crwdns150598:0crwdne150598:0", + "hex-advmove1.4": "crwdns150600:0crwdne150600:0", + "hex-advmove1.5": "crwdns150602:0crwdne150602:0", + "hex-advmove1.6": "crwdns150604:0crwdne150604:0", + "hex-advmove1.7": "crwdns150606:0crwdne150606:0", + "hex-advmove1.8": "crwdns150608:0crwdne150608:0", + "hex-advmove2": "crwdns150610:0crwdne150610:0", + "hex-fixed-move1": "crwdns150612:0crwdne150612:0", + "hex-move1": "crwdns150614:0crwdne150614:0", + "hex-move2": "crwdns150616:0crwdne150616:0", + "hex-move2.1": "crwdns150618:0crwdne150618:0", + "hex-move2.2": "crwdns150620:0crwdne150620:0", + "hex-move2.3": "crwdns150622:0crwdne150622:0", + "hex-move3": "crwdns150624:0crwdne150624:0", + "hex-move4": "crwdns150626:0crwdne150626:0", + "hex-move5": "crwdns150628:0crwdne150628:0", + "hex-move6": "crwdns150630:0crwdne150630:0", + "hex-move7": "crwdns150632:0crwdne150632:0", + "temptation": "crwdns150634:0crwdne150634:0", + "temptation-desc1": "crwdns150636:0crwdne150636:0", + "temptation-desc2": "crwdns150638:0crwdne150638:0", + "temptation-choose": "crwdns150640:0crwdne150640:0", + "temptation1": "crwdns150642:0crwdne150642:0", + "temptation2": "crwdns150644:0crwdne150644:0", + "temptation3": "crwdns150646:0crwdne150646:0", + "temptation4": "crwdns150648:0crwdne150648:0", + "temptation5": "crwdns150650:0crwdne150650:0", + "temptation6": "crwdns150652:0crwdne150652:0", + "temptation7": "crwdns150654:0crwdne150654:0", + "rotes": "crwdns150656:0crwdne150656:0", + "rote-desc1": "crwdns150658:0crwdne150658:0", + "rote-desc2": "crwdns150660:0crwdne150660:0", + "rote-req1": "crwdns150662:0crwdne150662:0", + "rote-req2": "crwdns150664:0crwdne150664:0", + "rote-req3": "crwdns150666:0crwdne150666:0", + "rote-req4": "crwdns150668:0crwdne150668:0", + "rote-req5": "crwdns150670:0crwdne150670:0", + "rote-desc3": "crwdns150672:0crwdne150672:0", + "rote-list": "crwdns150674:0crwdne150674:0", + "rote-desc4": "crwdns150676:0crwdne150676:0", + "rote-desc5": "crwdns150678:0crwdne150678:0", + "rote-name": "crwdns150680:0crwdne150680:0", + "rote-reqs": "crwdns150682:0crwdne150682:0", + "rote-effect": "crwdns150684:0crwdne150684:0", + "hex-advance1": "crwdns150686:0crwdne150686:0", + "hex-advance2": "crwdns150688:0crwdne150688:0", + "hex-advance3": "crwdns150690:0crwdne150690:0", + "hex-advance4": "crwdns150692:0crwdne150692:0", + "hex-advance5": "crwdns150694:0crwdne150694:0", + "Pararomantic": "crwdns150696:0crwdne150696:0", + "luck-special-pararomantic": "crwdns150698:0crwdne150698:0", + "relation": "crwdns150700:0crwdne150700:0", + "guide-name": "crwdns150702:0crwdne150702:0", + "loving": "crwdns150704:0crwdne150704:0", + "broken": "crwdns150706:0crwdne150706:0", + "relation-second": "crwdns150708:0crwdne150708:0", + "guide-name-second": "crwdns150710:0crwdne150710:0", + "bond": "crwdns150712:0crwdne150712:0", + "bond1": "crwdns150714:0crwdne150714:0", + "bond1.1": "crwdns150716:0crwdne150716:0", + "bond1.2": "crwdns150718:0crwdne150718:0", + "bond1.3": "crwdns150720:0crwdne150720:0", + "bond2": "crwdns150722:0crwdne150722:0", + "bond2.1": "crwdns150724:0crwdne150724:0", + "bond2.2": "crwdns150726:0crwdne150726:0", + "bond2.3": "crwdns150728:0crwdne150728:0", + "bond2.4": "crwdns150730:0crwdne150730:0", + "bond-fate": "crwdns150732:0crwdne150732:0", + "bond-fate-desc1": "crwdns150734:0crwdne150734:0", + "bond-fate-desc2": "crwdns150736:0crwdne150736:0", + "bond-fate-desc3": "crwdns150738:0crwdne150738:0", + "pararomantic-fixed-move1": "crwdns150740:0crwdne150740:0", + "pararomantic-fixed-move1.1": "crwdns150742:0crwdne150742:0", + "pararomantic-fixed-move1.2": "crwdns150744:0crwdne150744:0", + "pararomantic-fixed-move1.3": "crwdns150746:0crwdne150746:0", + "pararomantic-move1": "crwdns150748:0crwdne150748:0", + "pararomantic-move1.1": "crwdns150750:0crwdne150750:0", + "pararomantic-move1.2": "crwdns150752:0crwdne150752:0", + "pararomantic-move1.3": "crwdns150754:0crwdne150754:0", + "pararomantic-move1.4": "crwdns150756:0crwdne150756:0", + "pararomantic-move2": "crwdns150758:0crwdne150758:0", + "pararomantic-move3": "crwdns150760:0crwdne150760:0", + "pararomantic-move4": "crwdns150762:0crwdne150762:0", + "pararomantic-move5": "crwdns150764:0crwdne150764:0", + "pararomantic-move6": "crwdns150766:0crwdne150766:0", + "pararomantic-move6.1": "crwdns150768:0crwdne150768:0", + "pararomantic-move6.2": "crwdns150770:0crwdne150770:0", + "pararomantic-move6.3": "crwdns150772:0crwdne150772:0", + "pararomantic-move7": "crwdns150774:0crwdne150774:0", + "pararomantic-equip": "crwdns150776:0crwdne150776:0", + "pararomantic-gear1": "crwdns150778:0crwdne150778:0", + "pararomantic-gear2": "crwdns150780:0crwdne150780:0", + "pararomantic-gear3": "crwdns150782:0crwdne150782:0", + "pararomantic-gear4": "crwdns150784:0crwdne150784:0", + "pararomantic-gear5": "crwdns150786:0crwdne150786:0", + "pararomantic-gear6": "crwdns150788:0crwdne150788:0", + "pararomantic-gift": "crwdns150790:0crwdne150790:0", + "pararomantic-gift1": "crwdns150792:0crwdne150792:0", + "pararomantic-gift2": "crwdns150794:0crwdne150794:0", + "pararomantic-gift3": "crwdns150796:0crwdne150796:0", + "pararomantic-gift4": "crwdns150798:0crwdne150798:0", + "pararomantic-advance1": "crwdns150800:0crwdne150800:0", + "pararomantic-advance2": "crwdns150802:0crwdne150802:0", + "pararomantic-advance3": "crwdns150804:0crwdne150804:0", + "pararomantic-advance4": "crwdns150806:0crwdne150806:0", + "Searcher": "crwdns150808:0crwdne150808:0", + "searcher-extra-luck": "crwdns150810:0crwdne150810:0", + "searcher-extra-luck-desc": "crwdns150812:0crwdne150812:0", + "luck-special-searcher": "crwdns150814:0crwdne150814:0", + "searcher-gear-base": "crwdns150816:0crwdne150816:0", + "searcher-tools": "crwdns150818:0crwdne150818:0", + "searcher-gear1": "crwdns150820:0crwdne150820:0", + "searcher-gear2": "crwdns150822:0crwdne150822:0", + "searcher-gear3": "crwdns150824:0crwdne150824:0", + "searcher-gear4": "crwdns150826:0crwdne150826:0", + "searcher-gear5": "crwdns150828:0crwdne150828:0", + "searcher-gear6": "crwdns150830:0crwdne150830:0", + "searcher-gear7": "crwdns150832:0crwdne150832:0", + "searcher-weapon": "crwdns150834:0crwdne150834:0", + "searcher-gear8": "crwdns150836:0crwdne150836:0", + "searcher-gear9": "crwdns150838:0crwdne150838:0", + "searcher-gear10": "crwdns150840:0crwdne150840:0", + "searcher-gear11": "crwdns150842:0crwdne150842:0", + "searcher-gear12": "crwdns150844:0crwdne150844:0", + "searcher-gear13": "crwdns150846:0crwdne150846:0", + "searcher-fixed-move1": "crwdns150848:0crwdne150848:0", + "searcher-fixed-move1.1": "crwdns150850:0crwdne150850:0", + "searcher-fixed-move1.2": "crwdns150852:0crwdne150852:0", + "searcher-fixed-move1.3": "crwdns150854:0crwdne150854:0", + "searcher-fixed-move1.4": "crwdns150856:0crwdne150856:0", + "searcher-fixed-move1.5": "crwdns150858:0crwdne150858:0", + "searcher-fixed-move1.6": "crwdns150860:0crwdne150860:0", + "searcher-fixed-move1.7": "crwdns150862:0crwdne150862:0", + "searcher-move1": "crwdns150864:0crwdne150864:0", + "searcher-move2": "crwdns150866:0crwdne150866:0", + "searcher-move3": "crwdns150868:0crwdne150868:0", + "searcher-move4": "crwdns150870:0crwdne150870:0", + "searcher-move5": "crwdns150872:0crwdne150872:0", + "searcher-move6": "crwdns150874:0crwdne150874:0", + "searcher-move7": "crwdns150876:0crwdne150876:0", + "searcher-advance1": "crwdns150878:0crwdne150878:0", + "searcher-advance2": "crwdns150880:0crwdne150880:0", + "Exile": "crwdns150882:0crwdne150882:0", + "luck-special-exile": "crwdns150884:0crwdne150884:0", + "exile-origin": "crwdns150886:0crwdne150886:0", + "exile-origin-desc1": "crwdns150888:0crwdne150888:0", + "exile-origin-desc2": "crwdns150890:0crwdne150890:0", + "exile-origin-desc3": "crwdns150892:0crwdne150892:0", + "exile-origin1": "crwdns150894:0crwdne150894:0", + "exile-origin2": "crwdns150896:0crwdne150896:0", + "exile-origin3": "crwdns150898:0crwdne150898:0", + "exile-origin4": "crwdns150900:0crwdne150900:0", + "exile-origin5": "crwdns150902:0crwdne150902:0", + "exile-origin6": "crwdns150904:0crwdne150904:0", + "exile-origin7": "crwdns150906:0crwdne150906:0", + "exile-origin8": "crwdns150908:0crwdne150908:0", + "exile-move1": "crwdns150910:0crwdne150910:0", + "exile-move2": "crwdns150912:0crwdne150912:0", + "exile-move3": "crwdns150914:0crwdne150914:0", + "exile-move4": "crwdns150916:0crwdne150916:0", + "exile-move5": "crwdns150918:0crwdne150918:0", + "exile-move6": "crwdns150920:0crwdne150920:0", + "exile-move7": "crwdns150922:0crwdne150922:0", + "exile-move8": "crwdns150924:0crwdne150924:0", + "exile-move8.1": "crwdns150926:0crwdne150926:0", + "exile-move8.2": "crwdns150928:0crwdne150928:0", + "exile-move8.3": "crwdns150930:0crwdne150930:0", + "exile-armour": "crwdns150932:0crwdne150932:0", + "exile-item": "crwdns150934:0crwdne150934:0", + "exile-weapon": "crwdns150936:0crwdne150936:0", + "exile-gear1": "crwdns150938:0crwdne150938:0", + "exile-gear2": "crwdns150940:0crwdne150940:0", + "exile-gear3": "crwdns150942:0crwdne150942:0", + "exile-gear4": "crwdns150944:0crwdne150944:0", + "exile-gear5": "crwdns150946:0crwdne150946:0", + "exile-gear6": "crwdns150948:0crwdne150948:0", + "exile-gear7": "crwdns150950:0crwdne150950:0", + "exile-gear8": "crwdns150952:0crwdne150952:0", + "exile-gear9": "crwdns150954:0crwdne150954:0", + "exile-gear10": "crwdns150956:0crwdne150956:0", + "exile-gear11": "crwdns150958:0crwdne150958:0", + "exile-gear12": "crwdns150960:0crwdne150960:0", + "exile-gear13": "crwdns150962:0crwdne150962:0", + "exile-gear14": "crwdns150964:0crwdne150964:0", + "exile-ally": "crwdns150966:0crwdne150966:0", + "exile-advance1": "crwdns150968:0crwdne150968:0", + "exile-return": "crwdns150970:0crwdne150970:0", + "exile-advance2": "crwdns150972:0crwdne150972:0", + "Hardcase": "crwdns150974:0crwdne150974:0", + "luck-special-hardcase": "crwdns150976:0crwdne150976:0", + "hardcase-adv-harm": "crwdns150978:0crwdne150978:0", + "hardcase-fixed-move1": "crwdns150980:0crwdne150980:0", + "hardcase-move1": "crwdns150982:0crwdne150982:0", + "hardcase-move2": "crwdns150984:0crwdne150984:0", + "hardcase-move3": "crwdns150986:0crwdne150986:0", + "hardcase-move4": "crwdns150988:0crwdne150988:0", + "hardcase-move5": "crwdns150990:0crwdne150990:0", + "hardcase-move6": "crwdns150992:0crwdne150992:0", + "hardcase-weapons": "crwdns150994:0crwdne150994:0", + "hardcase-gear1": "crwdns150996:0crwdne150996:0", + "hardcase-gear2": "crwdns150998:0crwdne150998:0", + "hardcase-gear3": "crwdns151000:0crwdne151000:0", + "hardcase-gear4": "crwdns151002:0crwdne151002:0", + "hardcase-gear5": "crwdns151004:0crwdne151004:0", + "hardcase-gear6": "crwdns151006:0crwdne151006:0", + "hardcase-gear7": "crwdns151008:0crwdne151008:0", + "hardcase-normal": "crwdns151010:0crwdne151010:0", + "hardcase-gear8": "crwdns151012:0crwdne151012:0", + "hardcase-gear9": "crwdns151014:0crwdne151014:0", + "hardcase-gear10": "crwdns151016:0crwdne151016:0", + "hardcase-gear11": "crwdns151018:0crwdne151018:0", + "hardcase-gear12": "crwdns151020:0crwdne151020:0", + "hardcase-gear13": "crwdns151022:0crwdne151022:0", + "hardcase-advance1": "crwdns151024:0crwdne151024:0", + "hardcase-advance2": "crwdns151026:0crwdne151026:0", + "Luchador": "crwdns151028:0crwdne151028:0", + "luck-special-luchador": "crwdns151030:0crwdne151030:0", + "luchador-fixed-move1": "crwdns151032:0crwdne151032:0", + "luchador-fixed-move1.1": "crwdns151034:0crwdne151034:0", + "luchador-move1": "crwdns151036:0crwdne151036:0", + "luchador-move2": "crwdns151038:0crwdne151038:0", + "luchador-move3": "crwdns151040:0crwdne151040:0", + "luchador-move4": "crwdns151042:0crwdne151042:0", + "luchador-move5": "crwdns151044:0crwdne151044:0", + "luchador-move6": "crwdns151046:0crwdne151046:0", + "luchador-move6.1": "crwdns151048:0crwdne151048:0", + "luchador-move6.2": "crwdns151050:0crwdne151050:0", + "luchador-move6.3": "crwdns151052:0crwdne151052:0", + "luchador-move6.4": "crwdns151054:0crwdne151054:0", + "luchador-move6.5": "crwdns151056:0crwdne151056:0", + "luchador-move6.6": "crwdns151058:0crwdne151058:0", + "luchador-move7": "crwdns151060:0crwdne151060:0", + "luchador-move7.1": "crwdns151062:0crwdne151062:0", + "luchador-move7.2": "crwdns151064:0crwdne151064:0", + "luchador-move7.3": "crwdns151066:0crwdne151066:0", + "luchador-move7.4": "crwdns151068:0crwdne151068:0", + "luchador-move7.5": "crwdns151070:0crwdne151070:0", + "luchador-move8": "crwdns151072:0crwdne151072:0", + "luchador-move9": "crwdns151074:0crwdne151074:0", + "luchador-weapons": "crwdns151076:0crwdne151076:0", + "luchador-gear1": "crwdns151078:0crwdne151078:0", + "luchador-gear2": "crwdns151080:0crwdne151080:0", + "luchador-gear3": "crwdns151082:0crwdne151082:0", + "luchador-gear4": "crwdns151084:0crwdne151084:0", + "luchador-gear5": "crwdns151086:0crwdne151086:0", + "luchador-gear6": "crwdns151088:0crwdne151088:0", + "luchador-gear7": "crwdns151090:0crwdne151090:0", + "luchador-vehicle": "crwdns151092:0crwdne151092:0", + "luchador-gear8": "crwdns151094:0crwdne151094:0", + "luchador-gear9": "crwdns151096:0crwdne151096:0", + "luchador-gear10": "crwdns151098:0crwdne151098:0", + "luchador-gear11": "crwdns151100:0crwdne151100:0", + "luchador-gear12": "crwdns151102:0crwdne151102:0", + "luchador-ally": "crwdns151104:0crwdne151104:0", + "luchador-advance1": "crwdns151106:0crwdne151106:0", + "Meddlingkid": "crwdns151108:0crwdne151108:0", + "luck-special-meddlingkid": "crwdns151110:0crwdne151110:0", + "meddlingkid-animal": "crwdns151112:0crwdne151112:0", + "meddlingkid-animal-desc": "crwdns151114:0crwdne151114:0", + "meddlingkid-move1": "crwdns151116:0crwdne151116:0", + "meddlingkid-move1.1": "crwdns151118:0crwdne151118:0", + "meddlingkid-move1.2": "crwdns151120:0crwdne151120:0", + "meddlingkid-move1.3": "crwdns151122:0crwdne151122:0", + "meddlingkid-move1.4": "crwdns151124:0crwdne151124:0", + "meddlingkid-move2": "crwdns151126:0crwdne151126:0", + "meddlingkid-move3": "crwdns151128:0crwdne151128:0", + "meddlingkid-move3.1": "crwdns151130:0crwdne151130:0", + "meddlingkid-move3.2": "crwdns151132:0crwdne151132:0", + "meddlingkid-move3.3": "crwdns151134:0crwdne151134:0", + "meddlingkid-move3.4": "crwdns151136:0crwdne151136:0", + "meddlingkid-move4": "crwdns151138:0crwdne151138:0", + "meddlingkid-move4.1": "crwdns151140:0crwdne151140:0", + "meddlingkid-move4.2": "crwdns151142:0crwdne151142:0", + "meddlingkid-move4.3": "crwdns151144:0crwdne151144:0", + "meddlingkid-move5": "crwdns151146:0crwdne151146:0", + "meddlingkid-move5.1": "crwdns151148:0crwdne151148:0", + "meddlingkid-move5.2": "crwdns151150:0crwdne151150:0", + "meddlingkid-move5.3": "crwdns151152:0crwdne151152:0", + "meddlingkid-move5.4": "crwdns151154:0_____crwdne151154:0", + "meddlingkid-move6": "crwdns151156:0crwdne151156:0", + "meddlingkid-move7": "crwdns151158:0crwdne151158:0", + "meddlingkid-gadgets": "crwdns151160:0crwdne151160:0", + "meddlingkid-gear1": "crwdns151162:0crwdne151162:0", + "meddlingkid-gear2": "crwdns151164:0crwdne151164:0", + "meddlingkid-gear3": "crwdns151166:0crwdne151166:0", + "meddlingkid-gear4": "crwdns151168:0crwdne151168:0", + "meddlingkid-gear5": "crwdns151170:0crwdne151170:0", + "meddlingkid-gear6": "crwdns151172:0crwdne151172:0", + "meddlingkid-gear7": "crwdns151174:0crwdne151174:0", + "meddlingkid-gear8": "crwdns151176:0crwdne151176:0", + "meddlingkid-ally": "crwdns151178:0crwdne151178:0", + "Sidekick": "crwdns151180:0crwdne151180:0", + "luck-special-sidekick": "crwdns151182:0crwdne151182:0", + "hero": "crwdns151184:0crwdne151184:0", + "hero-desc1": "crwdns151186:0crwdne151186:0", + "hero-desc2": "crwdns151188:0crwdne151188:0", + "hero-desc3": "crwdns151190:0crwdne151190:0", + "sidekick-fixed-move1": "crwdns151192:0crwdne151192:0", + "sidekick-move1": "crwdns151194:0crwdne151194:0", + "sidekick-move2": "crwdns151196:0crwdne151196:0", + "sidekick-move3": "crwdns151198:0crwdne151198:0", + "sidekick-move4": "crwdns151200:0crwdne151200:0", + "sidekick-move5": "crwdns151202:0crwdne151202:0", + "sidekick-move6": "crwdns151204:0crwdne151204:0", + "sidekick-hero-weapon": "crwdns151206:0crwdne151206:0", + "sidekick-weapons": "crwdns151208:0crwdne151208:0", + "sidekick-gear1": "crwdns151210:0crwdne151210:0", + "sidekick-gear2": "crwdns151212:0crwdne151212:0", + "sidekick-gear3": "crwdns151214:0crwdne151214:0", + "sidekick-gear4": "crwdns151216:0crwdne151216:0", + "sidekick-gear5": "crwdns151218:0crwdne151218:0", + "sidekick-ally": "crwdns151220:0crwdne151220:0", + "sidekick-advance1": "crwdns151222:0crwdne151222:0", + "sidekick-advance2": "crwdns151224:0crwdne151224:0", + "Snoop": "crwdns151226:0crwdne151226:0", + "luck-special-snoop": "crwdns151228:0crwdne151228:0", + "snoop-crew": "crwdns151230:0crwdne151230:0", + "snoop-crew-desc1": "crwdns151232:0crwdne151232:0", + "snoop-crew-desc2": "crwdns151234:0crwdne151234:0", + "snoop-move1": "crwdns151236:0crwdne151236:0", + "snoop-move2": "crwdns151238:0crwdne151238:0", + "snoop-move3": "crwdns151240:0crwdne151240:0", + "snoop-move4": "crwdns151242:0crwdne151242:0", + "snoop-move5": "crwdns151244:0crwdne151244:0", + "snoop-move6": "crwdns151246:0crwdne151246:0", + "snoop-move7": "crwdns151248:0crwdne151248:0", + "snoop-gear-base": "crwdns151250:0crwdne151250:0", + "snoop-recording": "crwdns151252:0crwdne151252:0", + "snoop-gear1": "crwdns151254:0crwdne151254:0", + "snoop-gear2": "crwdns151256:0crwdne151256:0", + "snoop-gear3": "crwdns151258:0crwdne151258:0", + "snoop-gear4": "crwdns151260:0crwdne151260:0", + "snoop-gear5": "crwdns151262:0crwdne151262:0", + "snoop-gear6": "crwdns151264:0crwdne151264:0", + "snoop-gear7": "crwdns151266:0crwdne151266:0", + "snoop-gear8": "crwdns151268:0crwdne151268:0", + "snoop-gear9": "crwdns151270:0crwdne151270:0", + "snoop-gear10": "crwdns151272:0crwdne151272:0", + "snoop-gear11": "crwdns151274:0crwdne151274:0", + "snoop-gear12": "crwdns151276:0crwdne151276:0", + "snoop-detector": "crwdns151278:0crwdne151278:0", + "snoop-gear13": "crwdns151280:0crwdne151280:0", + "snoop-gear14": "crwdns151282:0crwdne151282:0", + "snoop-gear15": "crwdns151284:0crwdne151284:0", + "snoop-gear16": "crwdns151286:0crwdne151286:0", + "snoop-gear17": "crwdns151288:0crwdne151288:0", + "snoop-gear18": "crwdns151290:0crwdne151290:0", + "snoop-gear19": "crwdns151292:0crwdne151292:0", + "snoop-gear20": "crwdns151294:0crwdne151294:0", + "snoop-gear21": "crwdns151296:0crwdne151296:0", + "snoop-gear22": "crwdns151298:0crwdne151298:0", + "snoop-gear23": "crwdns151300:0crwdne151300:0", + "snoop-weapon": "crwdns151302:0crwdne151302:0", + "snoop-gear24": "crwdns151304:0crwdne151304:0", + "snoop-gear25": "crwdns151306:0crwdne151306:0", + "snoop-gear26": "crwdns151308:0crwdne151308:0", + "snoop-gear27": "crwdns151310:0crwdne151310:0", + "snoop-advance1": "crwdns151312:0crwdne151312:0", + "snoop-ally": "crwdns151314:0crwdne151314:0", + "Summoned": "crwdns151316:0crwdne151316:0", + "luck-special-summoned": "crwdns151318:0crwdne151318:0", + "apocalypse": "crwdns151320:0crwdne151320:0", + "apocalypse-desc1": "crwdns151322:0crwdne151322:0", + "apocalypse-desc2": "crwdns151324:0crwdne151324:0", + "apocalypse-sign-example": "crwdns151326:0crwdne151326:0", + "apocalypse-sign1": "crwdns151328:0crwdne151328:0", + "apocalypse-sign2": "crwdns151330:0crwdne151330:0", + "apocalypse-sign3": "crwdns151332:0crwdne151332:0", + "apocalypse-sign4": "crwdns151334:0crwdne151334:0", + "apocalypse-sign5": "crwdns151336:0crwdne151336:0", + "apocalypse-sign6": "crwdns151338:0crwdne151338:0", + "apocalypse-sign7": "crwdns151340:0crwdne151340:0", + "apocalypse-sign8": "crwdns151342:0crwdne151342:0", + "apocalypse-sign9": "crwdns151344:0crwdne151344:0", + "apocalypse-sign10": "crwdns151346:0crwdne151346:0", + "apocalypse-sign11": "crwdns151348:0crwdne151348:0", + "apocalypse-sign12": "crwdns151350:0crwdne151350:0", + "apocalypse-sign13": "crwdns151352:0crwdne151352:0", + "apocalypse-sign14": "crwdns151354:0crwdne151354:0", + "apocalypse-sign15": "crwdns151356:0crwdne151356:0", + "apocalypse-sign16": "crwdns151358:0crwdne151358:0", + "apocalypse-sign17": "crwdns151360:0crwdne151360:0", + "apocalypse-sign18": "crwdns151362:0crwdne151362:0", + "apocalypse-sign19": "crwdns151364:0crwdne151364:0", + "apocalypse-sign20": "crwdns151366:0crwdne151366:0", + "apocalypse-sign21": "crwdns151368:0crwdne151368:0", + "apocalypse-sign22": "crwdns151370:0crwdne151370:0", + "apocalypse-sign23": "crwdns151372:0crwdne151372:0", + "apocalypse-desc3": "crwdns151374:0crwdne151374:0", + "summoned-fixed-move1": "crwdns151376:0crwdne151376:0", + "summoned-move1": "crwdns151378:0crwdne151378:0", + "summoned-move1.1": "crwdns151380:0crwdne151380:0", + "summoned-move1.2": "crwdns151382:0crwdne151382:0", + "summoned-move1.3": "crwdns151384:0crwdne151384:0", + "summoned-move1.4": "crwdns151386:0crwdne151386:0", + "summoned-move2": "crwdns151388:0crwdne151388:0", + "summoned-move3": "crwdns151390:0crwdne151390:0", + "summoned-move3-guide": "crwdns151392:0crwdne151392:0", + "summoned-move3.1": "crwdns151394:0crwdne151394:0", + "summoned-move3.2": "crwdns151396:0crwdne151396:0", + "summoned-move3.3": "crwdns151398:0crwdne151398:0", + "summoned-move3.4": "crwdns151400:0crwdne151400:0", + "summoned-move3-desc": "crwdns151402:0crwdne151402:0", + "summoned-move3.5": "crwdns151404:0crwdne151404:0", + "summoned-move3.6": "crwdns151406:0crwdne151406:0", + "summoned-move3.7": "crwdns151408:0crwdne151408:0", + "summoned-move3.8": "crwdns151410:0crwdne151410:0", + "summoned-move3.9": "crwdns151412:0crwdne151412:0", + "summoned-move4": "crwdns151414:0crwdne151414:0", + "summoned-move5": "crwdns151416:0crwdne151416:0", + "summoned-move6": "crwdns151418:0crwdne151418:0", + "summoned-move7": "crwdns151420:0crwdne151420:0", + "summoned-weapon": "crwdns151422:0crwdne151422:0", + "summoned-gear1": "crwdns151424:0crwdne151424:0", + "summoned-gear2": "crwdns151426:0crwdne151426:0", + "summoned-gear3": "crwdns151428:0crwdne151428:0", + "summoned-gear4": "crwdns151430:0crwdne151430:0", + "summoned-gear5": "crwdns151432:0crwdne151432:0", + "summoned-gear6": "crwdns151434:0crwdne151434:0", + "summoned-heavy": "crwdns151436:0crwdne151436:0", + "summoned-gear7": "crwdns151438:0crwdne151438:0", + "summoned-gear8": "crwdns151440:0crwdne151440:0", + "summoned-gear9": "crwdns151442:0crwdne151442:0", + "summoned-gear10": "crwdns151444:0crwdne151444:0", + "summoned-gear11": "crwdns151446:0crwdne151446:0", + "summoned-advance1": "crwdns151448:0crwdne151448:0", + "summoned-advance2": "crwdns151450:0crwdne151450:0", + "summoned-advance3": "crwdns151452:0crwdne151452:0", + "Traveler": "crwdns151454:0crwdne151454:0", + "luck-special-traveler": "crwdns151456:0crwdne151456:0", + "traveler-transport": "crwdns151458:0crwdne151458:0", + "traveler-transport-desc1": "crwdns151460:0crwdne151460:0", + "traveler-transport-desc2": "crwdns151462:0crwdne151462:0", + "traveler-transport-desc3": "crwdns151464:0crwdne151464:0", + "traveler-transport1": "crwdns151466:0crwdne151466:0", + "traveler-transport2": "crwdns151468:0crwdne151468:0", + "traveler-transport3": "crwdns151470:0crwdne151470:0", + "traveler-transport4": "crwdns151472:0crwdne151472:0", + "traveler-fixed-move1": "crwdns151474:0crwdne151474:0", + "traveler-move1": "crwdns151476:0crwdne151476:0", + "traveler-move2": "crwdns151478:0crwdne151478:0", + "traveler-move3": "crwdns151480:0crwdne151480:0", + "traveler-move4": "crwdns151482:0crwdne151482:0", + "traveler-move5": "crwdns151484:0crwdne151484:0", + "traveler-move6": "crwdns151486:0crwdne151486:0", + "traveler-move7": "crwdns151488:0crwdne151488:0", + "traveler-move8": "crwdns151490:0crwdne151490:0", + "traveler-move9": "crwdns151492:0crwdne151492:0", + "traveler-devices": "crwdns151494:0crwdne151494:0", + "traveler-gear1": "crwdns151496:0crwdne151496:0", + "traveler-gear2": "crwdns151498:0crwdne151498:0", + "traveler-gear3": "crwdns151500:0crwdne151500:0", + "traveler-gear4": "crwdns151502:0crwdne151502:0", + "traveler-gear5": "crwdns151504:0crwdne151504:0", + "traveler-gear6": "crwdns151506:0crwdne151506:0", + "traveler-gear7": "crwdns151508:0crwdne151508:0", + "traveler-weapon": "crwdns151510:0crwdne151510:0", + "traveler-gear8": "crwdns151512:0crwdne151512:0", + "traveler-gear9": "crwdns151514:0crwdne151514:0", + "traveler-gear10": "crwdns151516:0crwdne151516:0", + "traveler-gear11": "crwdns151518:0crwdne151518:0", + "traveler-gear12": "crwdns151520:0crwdne151520:0", + "traveler-advance1": "crwdns151522:0crwdne151522:0", + "custom": "crwdns142354:0crwdne142354:0", + "luck-special-custom": "crwdns151524:0crwdne151524:0", + "custom-special": "crwdns142358:0crwdne142358:0", + "custom-special-example": "crwdns142360:0crwdne142360:0", + "custom-special-name": "crwdns142362:0crwdne142362:0", + "custom-special-description": "crwdns142364:0crwdne142364:0", + "custom-moves": "crwdns142366:0crwdne142366:0", + "custom-move-name": "crwdns142368:0crwdne142368:0", + "custom-move-description": "crwdns142370:0crwdne142370:0", + "custom-gear": "crwdns142372:0crwdne142372:0" +}

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