[Monster of the Week Official] Supplemental to pr/6839 (#6872)
* 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 <options> 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 * Update translation.json Translation support for Spooktacular playtest * Prelim partial Spooktacular * Spooktacular playtest playbook added * Update MotWCSS.css Roll20 has a bug in how it renders CSS in production. See https://app.roll20.net/forum/post/8867346/production-has-a-css-rendering-bug/ for details. This is hopefully my workaround. * Weird Move Alt Support It's now possible to mark in the hunter's reference when you have access to an alternative weird move. Doing so will also allow you to advance that move in the menu that displays when you take a "Advance 2 Basic Moves" improvement. * Update translation.json Setting up translation keys for The Constructed * Update MotWCSS.css * Constructed playbook added Added the recently revised Constructed playbook * Bringing up to date with development copy * Correcting following merge * Revert "Correcting following merge" This reverts commit 8c12e73c923418b68f5262e0ccf735959f2ef3f2. * Updating the translation files Looks like they were out of date (and none actually translated for that matter, but that's beyond my scope) Co-authored-by: Cassie Levett <cassielevett@gmail.com>
This commit is contained in:
co-authored by
Cassie Levett
parent
c113d977a8
commit
ba45ecda8b
@@ -571,16 +571,17 @@ input[type="radio"].sheet-radio:checked ~ span.sheet-grayable i
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color: #990000;
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}
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.sheet-OPBHead {
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display: none;
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}
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.sheet-UnusedToggle[value="1"]:checked ~ .sheet-OPBToggle[value="1"]:checked ~ .sheet-OPBHead,
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.sheet-OPBToggle[value="1"]:checked ~ .sheet-OPB
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{
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display: block;
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padding-right: 10px;
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}
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.sheet-OPBHead {
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display: none;
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}
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.sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-checkbox,
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.sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-checkbox + .sheet-mainbox,
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.sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-checkbox + .sheet-mainbox + .sheet-grayable,
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@@ -10,9 +10,7 @@
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});
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console.log("SkinName change event ends.");
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});
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</script>
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<script type="text/worker">
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on("change:startingstats", function() {
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console.log("StartingStats changed");
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getAttrs(["StartingStats"], function(values) {
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@@ -4416,7 +4414,7 @@
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<div class="sheet-Expander">
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<input type="hidden" name="attr_SkinCheck" class="sheet-SkinCheck" value="0">
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<input type="checkbox" class="sheet-checkbox sheet-ExpToggle" name="attr_Toggle-MovesUnused" value="1" checked><span class="sheet-anglebox"></span>
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<input type="checkbox" class="sheet-checkbox sheet-ExpToggle sheet-UnusedToggle" name="attr_Toggle-MovesUnused" value="1" checked><span class="sheet-anglebox"></span>
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<span class="sheet-ExpHeader"><span data-i18n="unused">Unused</span></span>
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<br/>
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<input type="checkbox" class="sheet-checkbox sheet-OPBToggle" name="attr_Toggle-OtherPlaybooks" value="1"><span class="sheet-anglebox"></span>
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@@ -4427,8 +4425,9 @@
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<div class="sheet-Custom">
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<div class="sheet-isolator">
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<input type="checkbox" class="sheet-triggerbox sheet-UnusedToggle" name="attr_Toggle-MovesUnused" value="1" checked>
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<input type="checkbox" class="sheet-triggerbox sheet-OPBToggle" name="attr_Toggle-OtherPlaybooks" value="1">
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="custom-playbook">Custom Playbook</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="custom-playbook">Custom Playbook</div>
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</div>
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<input type="checkbox" class="sheet-triggerbox sheet-ExpToggle" name="attr_Toggle-MovesUnused" value="1" checked>
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@@ -4455,7 +4454,7 @@
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<!-- The Action Scientist Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-actionscientist">The Action Scientist</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-actionscientist">The Action Scientist</div>
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<div class="sheet-Actionscientist">
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<i><span data-i18n="1-fixed-move">You get this</span>:</i>
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@@ -4560,7 +4559,7 @@
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<!-- Chosen Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-chosen">The Chosen</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-chosen">The Chosen</div>
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<div class="sheet-Chosen"><i><span data-i18n="2-fixed-moves">You get these two</span></i>:</div>
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@@ -4613,7 +4612,7 @@
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<!-- The Constructed Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-constructed">The Constructed</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-constructed">The Constructed</div>
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<div class="sheet-Constructed"><i><span data-i18n="2-fixed-moves">You get these two</span></i>:</div>
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@@ -4687,7 +4686,7 @@
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<!-- Crooked Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-crooked">The Crooked</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-crooked">The Crooked</div>
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<div class="sheet-Crooked"><i><span data-i18n="2-moves">Pick two of these</span></i>:</div>
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@@ -4773,7 +4772,7 @@
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<!-- Divine Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-divine">The Divine</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-divine">The Divine</div>
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<div class="sheet-Divine"><i><span data-i18n="3-moves">Pick three of these</span></i>:</div>
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@@ -4817,7 +4816,7 @@
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<!-- The Exile Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-exile">The Exile</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-exile">The Exile</div>
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<div class="sheet-Exile">
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<i><span data-i18n="2-moves">Pick two of these</span></i>:
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@@ -4898,7 +4897,7 @@
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<!-- The Expert Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-expert">The Expert</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-expert">The Expert</div>
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<div class="sheet-Expert"><i><span data-i18n="2-moves">Pick two of these</span></i>:</div>
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@@ -4952,7 +4951,7 @@
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<!-- The Flake Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-flake">The Flake</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-flake">The Flake</div>
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<div class="sheet-Flake"><i><span data-i18n="3-moves">Pick three of these</span></i>:</div>
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@@ -5010,7 +5009,7 @@
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<!-- The Gumshoe Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-gumshoe">The Gumshoe</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-gumshoe">The Gumshoe</div>
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<div class="sheet-Gumshoe">
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<i><span data-i18n="2-fixed-moves">You get these 2</span></i>:
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@@ -5133,7 +5132,7 @@
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<!-- The Hard Case Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-hardcase">The Hard Case</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-hardcase">The Hard Case</div>
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<div class="sheet-Hardcase">
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<i><span data-i18n="1-fixed-move">You get this</span></i>:
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@@ -5206,7 +5205,7 @@
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<!-- The Hex Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-hex">The Hex</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-hex">The Hex</div>
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<div class="sheet-Hex">
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<i><span data-i18n="1-fixed-move">You get this</span></i>:
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@@ -5297,7 +5296,7 @@
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<!-- The Initiate Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-initiate">The Initiate</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-initiate">The Initiate</div>
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<div class="sheet-Initiate"><i><span data-i18n="1-fixed-move">You get this one</span></i>:</div>
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@@ -5366,7 +5365,7 @@
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<!-- The Luchador Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-luchador">The Luchador</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-luchador">The Luchador</div>
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<div class="sheet-Luchador">
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<i><span data-i18n="1-fixed-move">You get this</span></i>:
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@@ -5498,7 +5497,7 @@
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<!-- The Meddling Kid Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-meddlingkid">The Meddling Kid</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-meddlingkid">The Meddling Kid</div>
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<div class="sheet-Meddlingkid"><i><span data-i18n="3-moves">Pick three of these</span></i>:</div>
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@@ -5615,7 +5614,7 @@
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<!-- The Monstrous Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-monstrous">The Monstrous</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-monstrous">The Monstrous</div>
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<div class="sheet-Monstrous"><i><span data-i18n="2-moves">Pick two of these</span>:</i></div>
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@@ -5681,7 +5680,7 @@
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<!-- The Mundane Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-mundane">The Mundane</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-mundane">The Mundane</div>
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<div class="sheet-Mundane"><i><span data-i18n="3-moves">Pick three of these</span></i>:</div>
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@@ -5741,7 +5740,7 @@
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<!-- The Pararomantic Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-pararomantic">The Pararomantic</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-pararomantic">The Pararomantic</div>
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<div class="sheet-Pararomantic">
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<i><span data-i18n="1-fixed-move">You get this</span></i>:
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@@ -5856,7 +5855,7 @@
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<!-- The Professional Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-professional">The Professional</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-professional">The Professional</div>
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<div class="sheet-Professional"><i><span data-i18n="1-fixed-move">You get this</span>:</i></div>
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@@ -5916,7 +5915,7 @@
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<!-- The Searcher Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-searcher">The Searcher</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-searcher">The Searcher</div>
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<div class="sheet-Searcher">
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<i><span data-i18n="extra-fixed-move">You get this</span></i>:
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@@ -6027,7 +6026,7 @@
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<!-- The Sidekick Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-sidekick">The Sidekick</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-sidekick">The Sidekick</div>
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<div class="sheet-Sidekick">
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<i><span data-i18n="1-fixed-move">You get this</span></i>:
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@@ -6116,7 +6115,7 @@
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<!-- The Snoop Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-snoop">The Snoop</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-snoop">The Snoop</div>
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<div class="sheet-Snoop">
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<i><span data-i18n="3-moves">Pick three of these</span></i>:
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@@ -6180,7 +6179,7 @@
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<!-- The Spell-Slinger Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-spellslinger">The Spell-Slinger</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-spellslinger">The Spell-Slinger</div>
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<div class="sheet-Spellslinger"><i><span data-i18n="3-moves">Pick three of these</span></i>:</div>
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@@ -6247,7 +6246,7 @@
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<!-- Spooktacular Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-spooktacular">The Spooktacular</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-spooktacular">The Spooktacular</div>
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<div class="sheet-Spooktacular"><i><span data-i18n="2-moves">Pick two of these</span></i>:</div>
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<div class="sheet-Spooktacular sheet-OPB">
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@@ -6291,7 +6290,7 @@
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<!-- The Spooky Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-spooky">The Spooky</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-spooky">The Spooky</div>
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<div class="sheet-Spooky"><i><span data-i18n="3-moves">Pick three of these</span></i>:</div>
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@@ -6411,7 +6410,7 @@
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<!-- The Summoned Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-summoned">The Summoned</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-summoned">The Summoned</div>
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<div class="sheet-Summoned">
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<i><span data-i18n="1-fixed-move">You get this</span></i>:
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@@ -6537,7 +6536,7 @@
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<!-- The Traveler Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-traveler">The Traveler</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-traveler">The Traveler</div>
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<div class="sheet-Traveler">
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<i><span data-i18n="1-fixed-move">You get this</span>:</i>
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@@ -6632,7 +6631,7 @@
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<!-- The Wronged Moves -->
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<div class="sheet-OPB sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-wronged">The Wronged</div>
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<div class="sheet-OPBHead sheet-MinorHead sheet-space-above" data-i18n="the-wronged">The Wronged</div>
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<div class="sheet-Wronged"><i><span data-i18n="1-fixed-move">You get this</span></i>:</div>
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@@ -4,7 +4,7 @@
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"character-name": "Name",
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"character-gender": "Gender",
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"playbook": "Playbook",
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"playbook-choice": "Playbook",
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"playbook-choice": "Choose a Playbook",
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"character-look": "Look",
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"select-text": "Select a Playbook above to get started",
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"stats": "Stats",
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@@ -86,7 +86,7 @@
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"the-biggamehunter": "The Big Game Hunter",
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"the-constructed": "The Constructed",
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"the-madscientist": "The Mad Scientist",
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"custom-playbook": "Custom",
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"custom-playbook": "Custom Playbook",
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"tome-of-mysteries": "Tome of Mysteries",
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"reinforcements": "Reinforcements",
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"Brazilian": "Brazilian Edition",
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@@ -134,7 +134,7 @@
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"chosen-gear1": "Protective gear worth 1 armour",
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"optional": "optional",
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"chosen-gear2": "Special Weapon",
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"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.",
|
||||
"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)",
|
||||
@@ -171,7 +171,7 @@
|
||||
"background6": "<b>Charlatan</b>: When you <i>want people to think you are using magic</i>, 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 <i>manipulate someone</i> with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).",
|
||||
"background7": "<b>Pickpocket</b>: When you <i>steal something small</i>, 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": "<b>Artifact</b>: 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 <i>Luck</i> point just once); Grimoire (studying the book gives +1 forward to <i>use magic</i>); Skeleton key (opens any magically sealed lock); Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with <i>Use Magic</i>).",
|
||||
"crooked-move1": "<b>Artifact</b>: You 'found' a magical artifact with handy powers and kept it. Pick 1:",
|
||||
"crooked-move2": "<b>Crew</b>: 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 <i>team</i>.",
|
||||
"crooked-move3": "<b>Deal with the Devil</b>: 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": "<b>Friends on the Force</b>: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can <i>act under pressure</i> 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.",
|
||||
@@ -247,7 +247,7 @@
|
||||
"expert-move3": "<b>Preparedness</b>: When <i>you need something unusual or rare</i>, 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": "<b>It Wasn't As Bad As It Looked</b>: Once per mystery, you may attempt to <i>keep going despite your injuries</i>. 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": "<b>Precise Strike</b>: When you inflict harm on a monster, you can <i>aim for a weak spot</i>. 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": "<b>The Woman (or Man) With The Plan</b>: <i>At the beginning of each mystery</i>, 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-move6": "<b>The One With The Plan</b>: <i>At the beginning of each mystery</i>, 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": "<b>Dark Past</b>: If <i>you trawl though your memories</i> 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?",
|
||||
@@ -328,7 +328,7 @@
|
||||
"bad-tradition10": "Tyrannical leaders",
|
||||
"bad-tradition11": "Obsolete gear",
|
||||
"bad-tradition12": "Poor",
|
||||
"initiate-fixed-move1": "When you are <i>in good standing with your sect, at the beginning of each mystery</i>, 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-fixed-move1": "When you are <i>in good standing with your sect, at the beginning of each mystery</i>, 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": "<b>Ancient Fighting Arts</b>: When you <i>use an old-fashioned hand weapon</i>, you inflict +1 harm and get +1 whenever you roll to <i>protect someone</i>.",
|
||||
"initiate-move2": "<b>Mystic</b>: Every time you successfully <i>use magic</i>, take +1 forward.",
|
||||
"initiate-move3": "<b>Fortunes</b>: The sect has ancient prophecies or divination techniques to predict the future. Once per mystery, you may use them. If you <i>look at what the future holds</i>, 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",
|
||||
@@ -518,7 +518,7 @@
|
||||
"effect5": "Earth (add 'forceful, restraining' to a base)",
|
||||
"effect6": "Necromantic (add 'life-drain' to a base)",
|
||||
"spellslinger-move1": "<b>Advanced Arcane Training</b>: If you have two of your three Tools and Techniques at the ready, you may ignore the third one.",
|
||||
"spellslinger-move2": "<b>Arcane Reputation</b>: 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 <i>manipulate someone</i> on affected humans. You may use <i>manipulate someone</i> on affected monsters as if they were human, with no bonus.",
|
||||
"spellslinger-move2": "<b>Arcane Reputation</b>: 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 <i>manipulate someone</i> on affected humans. You may use <i>manipulate someone</i> on affected monsters as if they were human, with no bonus.",
|
||||
"spellslinger-move3": "<b>Could've Been Worse</b>: When you miss a <i>use magic</i> roll, you can choose one of the following options instead of losing control of the magic.",
|
||||
"spellslinger-move3.1": "<i>Fizzle</i>: 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": "<i>This Is Gonna Suck</i>: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid.",
|
||||
@@ -769,7 +769,7 @@
|
||||
"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 <i>Bond Abuse</i> options below.",
|
||||
"bond1.3": "On a miss, the Keeper may choose two of the <i>Bond Abuse</i> options below, or something worse.",
|
||||
"bond2": "<b>Bond Abuse options</b>",
|
||||
"bond2":"<b>Bond Abuse options</b>",
|
||||
"bond2.1": "Mark one <i>Relationship Status</i> box.",
|
||||
"bond2.2": "You may not channel the power of your <i>Bond</i> for the rest of the mystery.",
|
||||
"bond2.3": "You gain the unwelcome attention of others of your Guide's kind.",
|
||||
@@ -803,7 +803,7 @@
|
||||
"pararomantic-gear4": "Bicycle",
|
||||
"pararomantic-gear5": "Fairly new car in decent condition",
|
||||
"pararomantic-gear6": "Motorcycle",
|
||||
"pararomantic-gift": "Gift from your <i>Guide</i>, which must be periodically recharged by interactions with them",
|
||||
"pararomantic-gift": "<b>Gift from your <i>Guide</i>,</b> which must be <i>periodically recharged</i> 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 <i>Bond Abuse</i> rolls.",
|
||||
@@ -816,7 +816,7 @@
|
||||
"searcher-extra-luck": "Extra Luck point",
|
||||
"searcher-extra-luck-desc": "Use if you have the corresponding <i>First Encounter</i> move",
|
||||
"luck-special-searcher": "When you spend <i>Luck</i>, your <i>First Encounter</i> 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-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",
|
||||
@@ -835,7 +835,7 @@
|
||||
"searcher-fixed-move1": "<b>First Encounter</b>: 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": "<i>Cryptid Sighting</i>: 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 <i>investigate a mystery</i> questions.",
|
||||
"searcher-fixed-move1.2": "<i>Zone of Strangeness</i>: Things are not fixed. You never need to <i>act under pressure</i> 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": "<i>Psychic Event</i>: Your mind is awakened. You may <i>act under pressure</i> to use the <i>sensitive</i> weird move, or (if you already have <i>sensitive</i>) the <i>empath</i> weird move.",
|
||||
"searcher-fixed-move1.3": "<i>Psychic Event</i>: Your mind is awakened. You may <i>act under pressure</i> to be able to roll the <i>sensitive</i> weird move, or (if you already have <i>sensitive</i>) the <i>empath</i> weird move.",
|
||||
"searcher-fixed-move1.4": "<i>Higher Power</i>: Something looks out for you. You start with an extra <i>Luck</i> point.",
|
||||
"searcher-fixed-move1.5": "<i>Strange Dangers</i>: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).",
|
||||
"searcher-fixed-move1.6": "<i>Abduction</i>: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.",
|
||||
@@ -1010,7 +1010,7 @@
|
||||
"sidekick-move3": "<b>Bodyguard</b>: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.",
|
||||
"sidekick-move4": "<b>Me Too!</b>: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.",
|
||||
"sidekick-move5": "<b>I Can Make You Look Good</b>: If you <i>help out</i> your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.",
|
||||
"sidekick-move6": "<b>Journeyman (or Journeywoman)</b>: Take a move that your hero has.",
|
||||
"sidekick-move6": "<b>Journeyman (or Journeywoman)</b>: Take a move that your hero has. Add it to your \"Other Moves\" section, below.",
|
||||
"sidekick-hero-weapon": "Hero's Weapon <i>(from your hero's gear options)</i>",
|
||||
"sidekick-weapons": "Sidekick Weapons",
|
||||
"sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)",
|
||||
@@ -1082,7 +1082,7 @@
|
||||
"apocalypse-sign8": "The Portal opens",
|
||||
"apocalypse-sign9": "Plague",
|
||||
"apocalypse-sign10": "Learn your true name",
|
||||
"apocalypse-sign11": "The Stars are Right Breaking the Seal",
|
||||
"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",
|
||||
@@ -1184,15 +1184,15 @@
|
||||
"unused": "Unused",
|
||||
"all": "All",
|
||||
"starting": "Starting",
|
||||
"choose-starting-stats": "Choose your set of starting stats",
|
||||
"stats-overwrite-warning": "(This will overwrite current stats values!)",
|
||||
"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",
|
||||
"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.",
|
||||
@@ -1207,75 +1207,75 @@
|
||||
"iap": "Investigating Phenomena",
|
||||
"iap-move": "Hunters dealing with phenomena may ask the following as part of the standard investigate a mystery list of questions: <ul> <li>How is this phenomenon doing this?</li> <li>What could fix it, cure it, or slow it down?</li> <li>How far does the effect reach?</li> <li>What will be affected next?</li> </ul>",
|
||||
"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: <ul> <li> You gain the advantage: take +1 forward, or give +1 forward to another hunter. </li> <li> You inflict terrible harm (+1 harm). </li> <li> You suffer less harm (-1 harm). </li> <li> You force them where you want them. </li> </ul>",
|
||||
"kickass-advanced": "<b>Advanced:</b> On a 12+ instead pick an enhanced effect: <ul> <li> You completely hold the advantage. All hunters involved in the fight get +1 forward. </li> <li> You suffer no harm at all. </li> <li> Your attack inflicts double the normal harm. </li> <li> Your attack drives the enemy away in a rout. </li> </ul>",
|
||||
"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: <ul> <li> You gain the advantage: take +1 forward, or give +1 forward to another hunter. </li> <li> You inflict terrible harm (+1 harm). </li> <li> You suffer less harm (-1 harm). </li> <li> You force them where you want them. </li> </ul>",
|
||||
"kickass-advanced": "<b>Advanced:</b> On a 12+ instead pick an enhanced effect: <ul> <li> You completely hold the advantage. All hunters involved in the fight get +1 forward. </li> <li> You suffer no harm at all. </li> <li> Your attack inflicts double the normal harm. </li> <li> Your attack drives the enemy away in a rout. </li> </ul>",
|
||||
"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": "<ul> <li> 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). </li> <li> 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. </li> </ul>",
|
||||
"normal-person-advanced": "<b>Advanced:</b> 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": "<ul> <li> On a 10+, if they do what you ask they mark experience and get +1 forward. </li> <li> On a 7-9, they mark experience if they do what you ask. </li> <li> 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. </li> </ul>",
|
||||
"another-hunter-move": "<ul> <li> On a 10+, if they do what you ask they mark experience and get +1 forward. </li> <li> On a 7-9, they mark experience if they do what you ask. </li> <li> 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. </li> </ul>",
|
||||
"another-hunter-advanced": "<b>Advanced:</b> 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: <ul> <li> You suffer little harm (-1 harm). </li> <li> All impending danger is now focused on you. </li> <li> You inflict harm on the enemy. </li> <li> You hold the enemy back. </li> </ul>",
|
||||
"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: <ul> <li> You suffer little harm (-1 harm). </li> <li> All impending danger is now focused on you. </li> <li> You inflict harm on the enemy. </li> <li> You hold the enemy back. </li> </ul>",
|
||||
"protect-someone-advanced": "<b>Advanced:</b> 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: <ul> <li> What's my best way in? </li> <li> What's my best way out? </li> <li> Are there any dangers we haven't noticed? </li> <li> What's the biggest threat? </li> <li> What's most vulnerable to me? </li> <li> What's the best way to protect the victims? </li> </ul> If you act on the answers, you get +1 ongoing while the information is relevant.",
|
||||
"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: <ul> <li> What's my best way in? </li> <li> What's my best way out? </li> <li> Are there any dangers we haven't noticed? </li> <li> What's the biggest threat? </li> <li> What's most vulnerable to me? </li> <li> What's the best way to protect the victims? </li> </ul> If you act on the answers, you get +1 ongoing while the information is relevant.",
|
||||
"rabs-advanced": "<b>Advanced:</b> 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-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": "<b>Advanced:</b> On a 12+ the Keeper will offer you some added benefit.",
|
||||
"usemagic-effects": "<ul> <li> Inflict harm (1-harm ignore-armour magic obvious). </li> <li> Enchant a weapon. It gets +1 harm and +magic. </li> <li> Do one thing that is beyond human limitations. </li> <li> Bar a place or portal to a specific person or a type of creature. </li> <li> Trap a specific person, minion, or monster. </li> <li> Banish a spirit or curse from the person, object, or place it inhabits. </li> <li> Summon a monster into the world. </li> <li> Communicate with something that you do not share a language with. </li> <li> Observe another place or time. </li> <li> Heal 1-harm from an injury, or cure a disease, or neutralize a poison. </li> </ul>",
|
||||
"usemagic-effects": "<ul> <li> Inflict harm (1-harm ignore-armour magic obvious). </li> <li> Enchant a weapon. It gets +1 harm and +magic. </li> <li> Do one thing that is beyond human limitations. </li> <li> Bar a place or portal to a specific person or a type of creature. </li> <li> Trap a specific person, minion, or monster. </li> <li> Banish a spirit or curse from the person, object, or place it inhabits. </li> <li> Summon a monster into the world. </li> <li> Communicate with something that you do not share a language with. </li> <li> Observe another place or time. </li> <li> Heal 1-harm from an injury, or cure a disease, or neutralize a poison. </li> </ul>",
|
||||
"glitches": "Glitches",
|
||||
"usemagic-glitches": "<ul> <li> The effect is weakened. </li> <li> The effect is of short duration. </li> <li> You take 1-harm ignore-armour. </li> <li> The magic draws immediate, unwelcome attention. </li> <li> It has a problematic side effect. </li> </ul>",
|
||||
"usemagic-glitches": "<ul> <li> The effect is weakened. </li> <li> The effect is of short duration. </li> <li> You take 1-harm ignore-armour. </li> <li> The magic draws immediate, unwelcome attention. </li> <li> It has a problematic side effect. </li> </ul>",
|
||||
"keeper-may-say": "The Keeper May Say That...",
|
||||
"usemagic-keeper": "<ul> <li> The spell requires weird materials. </li> <li> The spell will take 10 seconds, 30 seconds, or 1 minute to cast. </li> <li> The spell requires ritual chanting and gestures. </li> <li> The spell requires you to draw arcane symbols. </li> <li> You need one or two people to help cast the spell. </li> <li> You need to refer to a tome of magic for the details. </li> </ul>",
|
||||
"usemagic-keeper": "<ul> <li> The spell requires weird materials. </li> <li> The spell will take 10 seconds, 30 seconds, or 1 minute to cast. </li> <li> The spell requires ritual chanting and gestures. </li> <li> The spell requires you to draw arcane symbols. </li> <li> You need one or two people to help cast the spell. </li> <li> You need to refer to a tome of magic for the details. </li> </ul>",
|
||||
"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: <ul> <li> You need to spend a lot of time (days or weeks) researching the magic ritual. </li> <li> You need to experiment with the spell – there will be lots of failures before you get it right. </li> <li> You need some rare and weird ingredients and supplies. </li> <li> The spell will take a long time (hours or days) to cast. </li> <li> You need a lot of people (2, 3, 7, 13, or more) to help. </li> <li> The spell needs to be cast at a particular place and/or time. </li> <li> You need to use magic as part of the ritual, perhaps to summon a monster, communicate with something, or bar the portal you opened. </li> <li> It will have a specific side-effect or danger. </li> </ul> If you meet the requirements, then the magic takes effect.",
|
||||
"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: <ul> <li> You need to spend a lot of time (days or weeks) researching the magic ritual. </li> <li> You need to experiment with the spell – there will be lots of failures before you get it right. </li> <li> You need some rare and weird ingredients and supplies. </li> <li> The spell will take a long time (hours or days) to cast. </li> <li> You need a lot of people (2, 3, 7, 13, or more) to help. </li> <li> The spell needs to be cast at a particular place and/or time. </li> <li> You need to use magic as part of the ritual, perhaps to summon a monster, communicate with something, or bar the portal you opened. </li> <li> It will have a specific side-effect or danger. </li> </ul> If you meet the requirements, then the magic takes effect.",
|
||||
"altwm": "Alternative Weird Moves",
|
||||
"empath": "Empath",
|
||||
"empath-move": "<ul> <li> When you open up your brain to feel the emotions of something right there in front of you, roll +Weird: </li> <li> 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. </li> <li> On a 7-9, you gain a hazy impression of their current emotional state and intentions. </li> <li> On a miss, your brain is overwhelmed with emotion. </li> </ul> 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": "<b>Advanced:</b> When you advance your empath move, add this: <ul> <li> 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. </li> </ul>",
|
||||
"empath-move": "<ul> <li> When you open up your brain to feel the emotions of something right there in front of you, roll +Weird: </li> <li> 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. </li> <li> On a 7-9, you gain a hazy impression of their current emotional state and intentions. </li> <li> On a miss, your brain is overwhelmed with emotion. </li> </ul> 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": "<b>Advanced:</b> When you advance your empath move, add this: <ul> <li> 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. </li> </ul>",
|
||||
"illuminated": "Illuminated",
|
||||
"illuminated-move": "When you telepathically ask the Secret Masters for aid, roll +Weird: <ul> <li> On a 10 or more, the Secret Masters reveal a key fact, clue, or technique that will help you. </li> <li> 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. </li> <li> On a miss, the Secret Masters' reply is terrible, garbled, or somehow dangerously wrong. </li> </ul>",
|
||||
"illuminated-advanced": "<b>Advanced:</b> When you advance your illuminated move, add this: <ul> <li> 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. </li> </ul>",
|
||||
"illuminated-move": "When you telepathically ask the Secret Masters for aid, roll +Weird: <ul> <li> On a 10 or more, the Secret Masters reveal a key fact, clue, or technique that will help you. </li> <li> 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. </li> <li> On a miss, the Secret Masters' reply is terrible, garbled, or somehow dangerously wrong. </li> </ul>",
|
||||
"illuminated-advanced": "<b>Advanced:</b> When you advance your illuminated move, add this: <ul> <li> 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. </li> </ul>",
|
||||
"nolimits": "No Limits",
|
||||
"nolimits-move": "When you push your physical body past its limits, roll +Weird: <ul><li>On a 10 or more, your body obeys your will, to the limits of physical possibility (see below), for a moment.</li><li>On a 7-9, you do it but choose one consequence: suffer 1-harm, take –1 forward, or you need to rest right now.</li><li>On a miss, something goes horribly wrong.</li></ul>",
|
||||
"nolimits-advanced": "<b>Advanced:</b> If you advance your no limits move, add this: <ul> <li> On a 12 or more, you can continue acting at your body's limits for 30 seconds </li> </ul>",
|
||||
"pastlives": "Past Lives",
|
||||
"pastlives-move": "When you channel your previous incarnations to discover something, pose your question and roll +Weird: <ul> <li> On a 10 or more, a past life has something useful to offer. Ask the Keeper two of the questions below. </li> <li> On a 7-9, a past life has a little experience with this. Ask the Keeper one of the questions below. </li> <li> On a miss, a past life takes over for a while. </li> </ul>",
|
||||
"pastlives-move": "When you channel your previous incarnations to discover something, pose your question and roll +Weird: <ul> <li> On a 10 or more, a past life has something useful to offer. Ask the Keeper two of the questions below. </li> <li> On a 7-9, a past life has a little experience with this. Ask the Keeper one of the questions below. </li> <li> On a miss, a past life takes over for a while. </li> </ul>",
|
||||
"pastlives-advanced": "<b>Advanced:</b> If you advance your past lives move, add this: <ul><li>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.</li></ul>",
|
||||
"questions": "Questions",
|
||||
"pastlives-questions": "<ul> <li> What did a past life discover about [topic] ? </li> <li> How did a past life deal with [topic]? </li> <li> What important hidden secret can a past life show me the way to? </li> <li> What did a past life learn too late to help them? </li> <li> What does a past life advise me to do now? </li> </ul>",
|
||||
"pastlives-questions": "<ul> <li> What did a past life discover about [topic] ? </li> <li> How did a past life deal with [topic]? </li> <li> What important hidden secret can a past life show me the way to? </li> <li> What did a past life learn too late to help them? </li> <li> What does a past life advise me to do now? </li> </ul>",
|
||||
"sensitive": "Sensitive",
|
||||
"sensitive-move": "When you open up your brain to the psychic environment, roll +Weird: <ul> <li> On a 10 or more, you gain a definite impression (a vision, tangible aura, overheard thought, etc) about something important. </li> <li> On a 7-9, you gain a hazy impression about something important. </li> <li> On a miss, your brain makes contact with something dangerous. </li> </ul>",
|
||||
"sensitive-move": "When you open up your brain to the psychic environment, roll +Weird: <ul> <li> On a 10 or more, you gain a definite impression (a vision, tangible aura, overheard thought, etc) about something important. </li> <li> On a 7-9, you gain a hazy impression about something important. </li> <li> On a miss, your brain makes contact with something dangerous. </li> </ul>",
|
||||
"sensitive-advanced": "<b>Advanced:</b> When you advance your sensitive move, add this: <ul><li>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.</li></ul>",
|
||||
"tyg": "Trust Your Gut",
|
||||
"tyg-move": "When you consult your instincts about what to do next, roll +Weird: <ul> <li> 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. </li> <li> On a 7-9, the Keeper will tell you a general direction to go. Take +1 forward as you explore that. </li> <li> On a miss, your instincts lead you into danger. </li> </ul>",
|
||||
"tyg-advanced": "<b>Advanced:</b> If you advance your trust your gut move, add this: <ul> <li> 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. </li> </ul>",
|
||||
"tyg-move": "When you consult your instincts about what to do next, roll +Weird: <ul> <li> 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. </li> <li> On a 7-9, the Keeper will tell you a general direction to go. Take +1 forward as you explore that. </li> <li> On a miss, your instincts lead you into danger. </li> </ul>",
|
||||
"tyg-advanced": "<b>Advanced:</b> If you advance your trust your gut move, add this: <ul> <li> 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. </li> </ul>",
|
||||
"tk": "Telekinesis",
|
||||
"options": "Options",
|
||||
"tk-move": "When you fling something with your mind, roll +Weird: <ul> <li> On a 10 or more, you move it. Choose two options and mark 1-harm. </li> <li> On a 7-9, you move it but it hurts. Choose one option and mark 2-harm. </li> <li> On a miss, something goes horribly wrong. </li> </ul> 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-move": "When you fling something with your mind, roll +Weird: <ul> <li> On a 10 or more, you move it. Choose two options and mark 1-harm. </li> <li> On a 7-9, you move it but it hurts. Choose one option and mark 2-harm. </li> <li> On a miss, something goes horribly wrong. </li> </ul> 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:<ul><li>Something is held fast.</li><li>Something is hurt (2-harm smash).</li><li>Something catches fire.</li><li>You can fling something bigger than a person.</li><li>You keep it basically under your control.</li><li>You suffer 1 less harm.</li></ul>",
|
||||
"tk-advanced": "<b>Advanced:</b>When you advance your telekinesis move, add this:<ul><li>On a 12 or more, choose three options. You may also choose from these advanced options:<ul><li>Something explodes (3-harm close fire area messy)</li><li>Something implodes (3-harm close crush)</li><li>Lots of stuff is flying under your control.</li><li>You have perfect and precise control over exactly what happens.</li></ul></li></ul>",
|
||||
"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: <ul> <li> On a 10 or more, you pick two requirements. </li> <li> On a 7-9, you pick one requirement and the Keeper picks a second one. </li> <li> On a miss, something goes horribly wrong. You are still able to create your device, but the Keeper picks three requirements. </li> </ul>",
|
||||
"weirdsci-move": "When you create or adapt a device to analyse or deal with strangeness, say what it will do and roll +Weird: <ul> <li> On a 10 or more, you pick two requirements. </li> <li> On a 7-9, you pick one requirement and the Keeper picks a second one. </li> <li> On a miss, something goes horribly wrong. You are still able to create your device, but the Keeper picks three requirements. </li> </ul>",
|
||||
"weirdsci-reqs": "<ul><li>It needs a rare and/or weird material.</li><li>It won't be very reliable.</li><li>It requires huge amounts of power or fuel.</li><li>It will take a long time to get it working.</li><li>It won't work exactly as you intended.</li><li>You'll need help (beyond the hunters on your team) to finish it.</li></ul>",
|
||||
"weirdsci-advanced": "<b>Advanced:</b> When you advance your weird science move, add this: <ul><li> On a 12 or more, you gain +1 ongoing when operating the device. </li></ul>",
|
||||
"other-topics": "Other Topics",
|
||||
"hunter-agenda": "Hunter Agenda",
|
||||
"hunter-agenda-list": "<ul> <li> Act like you're the hero in this story (because you are). </li> <li> Make your own destiny. </li> <li> Find the damn monsters and stop them. </li> <li> Play your hunter like they're a real person. </li> </ul>",
|
||||
"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: <ul> <li> 0-harm wounds have only minor, short term effects. </li> <li> 4-7 harm wounds are serious and unstable. They will get worse unless treated. Mark the \"Unstable\" box. </li> <li> 8-harm or more will kill a normal human, including a hunter. </li> </ul> 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.",
|
||||
"hunter-agenda-list": "<ul> <li> Act like you're the hero in this story (because you are). </li> <li> Make your own destiny. </li> <li> Find the damn monsters and stop them. </li> <li> Play your hunter like they're a real person. </li> </ul>",
|
||||
"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: <ul> <li> 0-harm wounds have only minor, short term effects. </li> <li> 4-7 harm wounds are serious and unstable. They will get worse unless treated. Mark the \"Unstable\" box. </li> <li> 8-harm or more will kill a normal human, including a hunter. </li> </ul> 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": "<ul> <li> 0 harm wounds are considered healed right away. </li> <li> 1-3 harm wounds improve when you receive first aid, and later when you rest. Heal 1 when you do. </li> <li> Unstable wounds require first aid to become stable. While unstable, they may get worse. </li> <li> 4+ harm wounds require a healing move, time in an infirmary or hospital, or magical healing. </li> </ul> At the end of the mystery, you also have a chance to heal. <ul> <li> If there is no chance to rest, heal 1 harm. </li> <li> If there is plenty of time, heal all harm. </li> </ul>",
|
||||
"luck-list": "When you spend a point of Luck, pick one: <ul> <li> Decrease a wound you have suffered to 0 harm. </li> <li> After you roll, retroactively change the result to a 12. </li> </ul> When you have no luck left, bad things will happen to you.",
|
||||
"harm-recovery": "<ul> <li> 0 harm wounds are considered healed right away. </li> <li> 1-3 harm wounds improve when you receive first aid, and later when you rest. Heal 1 when you do. </li> <li> Unstable wounds require first aid to become stable. While unstable, they may get worse. </li> <li> 4+ harm wounds require a healing move, time in an infirmary or hospital, or magical healing. </li> </ul> At the end of the mystery, you also have a chance to heal. <ul> <li> If there is no chance to rest, heal 1 harm. </li> <li> If there is plenty of time, heal all harm. </li> </ul>",
|
||||
"luck-list": "When you spend a point of Luck, pick one: <ul> <li> Decrease a wound you have suffered to 0 harm. </li> <li> After you roll, retroactively change the result to a 12. </li> </ul> 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.",
|
||||
"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: <ul> <li> Did we conclude the current mystery? </li> <li> Did we save someone from certain death (or worse)? </li> <li> Did we learn something new and important about the world? </li> <li> Did we learn something new and important about one of the hunters? </li> </ul> If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.",
|
||||
"eos-ref": "At the end of each session, the Keeper will ask the following questions: <ul> <li> Did we conclude the current mystery? </li> <li> Did we save someone from certain death (or worse)? </li> <li> Did we learn something new and important about the world? </li> <li> Did we learn something new and important about one of the hunters? </li> </ul> 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": "<b>Pick your playbook using the menu in the upper right corner</b> or the buttons in the lists below. <i>Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).</i>",
|
||||
"motw-books": "Monster of the Week Revised Edition Playbooks",
|
||||
@@ -1322,8 +1322,8 @@
|
||||
"combat-magic-description1": "You have a few attack spells you can use as weapons. When you use these spells to <i>kick some ass</i>, roll +Weird instead of +Tough.",
|
||||
"combat-magic-description2": "Sometimes you may need to <i>act under pressure</i> to cast your spells without problems.",
|
||||
"history-prompts": "History Prompts",
|
||||
"chosen-hx": "<ul><li>You are close blood relations. Ask them exactly how close.</li><li> They are destined to be your mentor. Tell them how this was revealed.</li><li> Your best friend in the world, who you trust totally.</li><li> A rival at first, but you came to a working arrangement.</li><li> Romantic entanglement, or fated to be romantically entangled.</li><li> Just friends, from school or work or something. Ask them what.</li><li> They could have been the Chosen One instead of you, but they failed some trial. Tell them how they failed.</li><li> You saved their life, back when they didn’t know monsters were real. Tell them what you saved them from.</li></ul>",
|
||||
"crooked-hx": "<ul><li>This hunter knows about your criminal past. Tell them what crimes they saw you commit.</li><li> This hunter was there when you decided to give up the life and hunt monsters instead. Work out together what happened.</li><li> This hunter is your younger sibling or child (possibly adopted). You look out for them.</li><li> This hunter is a cousin or more distant relative.</li><li> This hunter saved your life when a monster had the drop on you. Now you owe them one.</li><li> This hunter worked with you on a semi-legal or illegal job. Work out what it was.</li><li> This hunter is your moral compass. When you talk over things with them, their advice keeps you on the straight and narrow.</li><li> You’re powerfully attracted to this hunter. Maybe someday you’ll deserve them.</li></ul>",
|
||||
"chosen-hx": "<ul><li>You are close blood relations. Ask them exactly how close.</li><li> They are destined to be your mentor. Tell them how this was revealed.</li><li> Your best friend in the world, who you trust totally.</li><li> A rival at first, but you came to a working arrangement.</li><li> Romantic entanglement, or fated to be romantically entangled.</li><li> Just friends, from school or work or something. Ask them what.</li><li> They could have been the Chosen One instead of you, but they failed some trial. Tell them how they failed.</li><li> You saved their life, back when they didn’t know monsters were real. Tell them what you saved them from.</li></ul>",
|
||||
"crooked-hx": "<ul><li>This hunter knows about your criminal past. Tell them what crimes they saw you commit.</li><li> This hunter was there when you decided to give up the life and hunt monsters instead. Work out together what happened.</li><li> This hunter is your younger sibling or child (possibly adopted). You look out for them.</li><li> This hunter is a cousin or more distant relative.</li><li> This hunter saved your life when a monster had the drop on you. Now you owe them one.</li><li> This hunter worked with you on a semi-legal or illegal job. Work out what it was.</li><li> This hunter is your moral compass. When you talk over things with them, their advice keeps you on the straight and narrow.</li><li> You’re powerfully attracted to this hunter. Maybe someday you’ll deserve them.</li></ul>",
|
||||
"divine-hx": "<ul><li>If you are protecting another hunter as your mission, tell them this: You have a crucial role in what is to come. I am here to guide and defend you.</li><li>They should not be involved in this situation: the prophecies didn’t mention them at all. This gets your attention but you don’t know what it means yet.</li><li>They are, at heart, a good and righteous person. You must help them stay that way.</li><li>They are an abomination, and should be destroyed. Except you can’t–work out with them why not.</li><li>Their prayer (perhaps an informal or even unconscious prayer) summoned you.</li><li>They fill you with feelings of sexual infatuation. You are confused by the associated mortal emotions.</li><li>They saved your life, and you understand (intellectually at least) that you owe them for it.</li><li>They’re the person you go to for advice on mortal stuff (e.g sex, food, drugs, television, etc).</li></ul>",
|
||||
"exile-hx": "<ul><li>They are a distant descendant of your family line.</li><li>They belong to an organisation that existed in your home time. Decide between you what your relationship was with that group, and how you'll be remembered by them.</li><li>They showed understanding when you were confused and overwhelmed.</li><li>When you met, you immediately liked and respected each other.</li><li>They possess a message or item left for you from your comrades in the past. Ask them to tell you what it is and how it came into their possession.</li><li>They had a vision, premonition, or prophecy that mentioned your exile. Tell them what the vision showed them about you.</li><li>You both became hunters because of the same sort of monster attacked you or your kin. Decide between you what it was.</li><li>They were the first person to take you in, explain the modern world, and learn about your origins. Work out how you managed to communicate (perhaps you speak a common language, or ancient and modern versions of the same one).</li></ul>",
|
||||
"expert-hx": "<ul><li>They are your student, apprentice, ward, or child. Between you, decide which.</li><li>They came to you for advice, and your advice got them out of trouble. Ask them what the trouble was.</li><li>They know about some of your dark secrets, but they’ve agreed to keep quiet about them. Tell them what they know.</li><li>A distant relation. Tell them exactly what.</li><li>You were previously both members of an eldritch group, now disbanded. Ask them why they left, then tell them why you did.</li><li>They once helped you get a singular item that is now part of your haven. Tell them what it was.</li><li>You were taught by the same master. Ask them how it ended.</li><li>You saved their life in a tight spot. Tell them what happened.</li></ul>",
|
||||
@@ -1336,11 +1336,11 @@
|
||||
"meddlingkid-hx": "<ul><li>A cousin, aunt, or uncle. Decide between you what makes sense.</li><li>You're uncomfortable with their “kill all monsters” attitude.</li><li>You have an unrequited crush on them.</li><li>School friends.</li><li>Mutual respect, as you are both expert mystery-solvers.</li><li>They know why you don't really believe in monsters. Tell them what they found out about your past.</li><li>When you saw your first “monster”, they explained what was going on. You may not</li><li>believe everything they believe, but you appreciate that they mean well.</li><li>You stopped them attacking the wrong person one time, when they thought it was a monster.</li></ul>",
|
||||
"monstrous-hx": "<ul><li>You lost control one time, and almost killed them. Ask them how they stopped you.</li><li>They tried to slay you, but you proved you’re on the side of good. Ask them what convinced them.</li><li>You are romantically obsessed with them. Ask them if they know, and if they reciprocate.</li><li>Close relations, or a distant descendant. Tell them which.</li><li>You saved them from another of your kind, and prevented reprisals against that individual creature (maybe it’s another good one, or maybe it has a hold over you).</li><li>They are tied to your curse or origin. Tell them how.</li><li>You fought together against the odds, and prevailed.</li><li>They saved you from another hunter who was prepared to kill you. Ask them what happened.</li></ul>",
|
||||
"breed-suggestions": "Breed Suggestions",
|
||||
"breed-suggestions-list": "<ul><li>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.</li><li>Werewolf: Curse: vulnerability (silver). Natural attacks: Base: claws; Base: teeth. Moves: shapeshifter (wolf and/or wolfman); claws of the beast or unholy strength.</li><li>Ghost: Curse: vulnerability (rock salt). Natural attacks: Base: magical force; add hand range to magical force. Moves: incorporeal; immortal.</li><li>Faerie: Curse: pure drive (joy). Natural attacks: Base: magical force; add ignore-armour to magical force. Moves: flight; preternatural speed.</li><li>Demon: Curse: pure drive (cruelty). Natural attacks: Base: claws; +1 harm to claws. Moves: dark negotiator; unquenchable vitality.</li><li>Orc: Curse: dark master (the orc overlord). Natural attacks: Base: teeth; add ignore-armour to teeth. Moves: Unholy strength; dark negotiator.</li><li>Zombie: Curse: pure drive (hunger), feed (flesh or brains). Natural attacks: Base: teeth; +1 harm to teeth. Moves: immortal; unquenchable vitality.</li></ul>",
|
||||
"breed-suggestions-list": "<ul><li><b>Vampire</b>: Curse: feed (blood or life-force). Natural attacks: Base: life-drain or Base: teeth; add +1 harm to base attack. Moves: immortal or unquenchable vitality; mental domination.</li><li><b>Werewolf</b>: Curse: vulnerability (silver). Natural attacks: Base: claws; Base: teeth. Moves: shapeshifter (wolf and/or wolfman); claws of the beast or unholy strength.</li><li><b>Ghost</b>: Curse: vulnerability (rock salt). Natural attacks: Base: magical force; add hand range to magical force. Moves: incorporeal; immortal.</li><li><b>Faerie</b>: Curse: pure drive (joy). Natural attacks: Base: magical force; add ignore-armour to magical force. Moves: flight; preternatural speed.</li><li><b>Demon</b>: Curse: pure drive (cruelty). Natural attacks: Base: claws; +1 harm to claws. Moves: dark negotiator; unquenchable vitality.</li><li><b>Orc</b>: Curse: dark master (the orc overlord). Natural attacks: Base: teeth; add ignore-armour to teeth. Moves: Unholy strength; dark negotiator.</li><li><b>Zombie</b>: Curse: pure drive (hunger), feed (flesh or brains). Natural attacks: Base: teeth; +1 harm to teeth. Moves: immortal; unquenchable vitality.</li></ul>",
|
||||
"mundane-hx": "<ul><li>You are close relations. Tell them exactly how you’re related.</li><li>Initially rivals, you both now respect each others’ talents.</li><li>Romantically involved, or you just have a crush on them. Ask them which they prefer.</li><li>They’re your hero, exactly the kind of monster hunter you aspire to be. Tell them why you worship them.</li><li>Good friends. Tell them if it’s from way back, or recently.</li><li>You’re a bit suspicious of them (maybe due to their unnatural powers or something like that).</li><li>They introduced you to the existence of monsters. Tell them how you feel about that.</li><li>You saved their life from a monster due to an unlikely chain of events. Tell them what.</li></ul>",
|
||||
"pararomantic-hx": "<ul><li>Your best friend in the world. You trust them totally.</li><li>You are blood-kin. Decide your exact relationship together. </li><li>Your ex. Ask them why you aren’t together anymore.</li><li>Romantic entanglement, or fated to be romantically entangled.</li><li>They know about some of your dark secrets, but they’ve agreed to keep quiet about them. Tell them what they know.</li><li>An old rivalry has turned into a tight friendship. Ask them what (or who) you once fought over.</li><li>Mentor from another life. Ask them what they taught you.</li></ul>",
|
||||
"professional-hx": "<ul><li>Your relationship with them has romantic potential. So far it hasn’t gone further.</li><li>They’re on the Agency’s watch list, and you’ve been keeping an eye on them.</li><li>You are related. Tell them how close.</li><li>You met on a mission and worked together unofficially. And successfully.</li><li>They’ve worked with the Agency before, and they’re well regarded.</li><li>You were friends back in training, before the Agency recruited you. This could be military, law enforcement, or some weirder school: decide the details between you.</li><li>They pulled you (and maybe your team) out of a terrible FUBARed mission.</li><li>You got sent to “deal with them” as a hazard to the Agency’s policies one time. Tell them how you resolved this.</li></ul>",
|
||||
"searcher-hx": "<ul><li>In your researches, you found accounts (and pictures) of someone matching their description perfectly, but long before they were born. Tell them if you have mentioned this.</li><li>A relative. Decide between you how close.</li><li>They were involved in a supernatural event similar to your first encounter. Perhaps it was the same event, or perhaps you investigated their event later. Ask them how the event affected them.</li><li>You figured out a supernatural or weird secret they keep. Ask them what it is.</li><li>You met when you were each investigating seperate mysteries. Tell them what trick you used to protect them from weirdness and ask them how they saved you from a danger.</li><li>You’re both veterans of a therapy or support group or a treatment program. Work out the details between you.</li><li>Some creature or force is stalking them. Ask them what it is. Then decide if you’ve told them about it or if they are still happily unaware.</li><li>You found their pet when it went missing. Where had it gone?</li></ul>",
|
||||
"searcher-hx": "<ul><li>In your researches, you found accounts (and pictures) of someone matching their description perfectly, but long before they were born. Tell them if you have mentioned this.</li><li>A relative. Decide between you how close.</li><li>They were involved in a supernatural event similar to your first encounter. Perhaps it was the same event, or perhaps you investigated their event later. Ask them how the event affected them.</li><li>You figured out a supernatural or weird secret they keep. Ask them what it is.</li><li>You met when you were each investigating separate mysteries. Tell them what trick you used to protect them from weirdness and ask them how they saved you from a danger.</li><li>You’re both veterans of a therapy or support group or a treatment program. Work out the details between you.</li><li>Some creature or force is stalking them. Ask them what it is. Then decide if you’ve told them about it or if they are still happily unaware.</li><li>You found their pet when it went missing. Where had it gone?</li></ul>",
|
||||
"sidekick-hx": "<ul><li>This hunter is your hero (you've picked some specific details already).</li><li>You are a bit jealous of this hunter because of their relationship with your hero.</li><li>You have feelings for this hunter, but you need to become a true hero before you are worthy of their love.</li><li>You have been friends for years – decide between you when and where you originally met.</li><li>You bonded almost instantly after defeating a monster together, the first time you worked as a team. Decide the details between you.</li><li>This hunter knew you back when you were a nobody. Tell them something about the person you used to be, something you're now ashamed of.</li><li>When you first became a hunter, you weren't sure what to do. This hunter introduced you to your hero.</li><li>They saved your life when you were distracted, or maybe you couldn't get it together to fight back. You owe them one. Tell them the circumstances.</li></ul>",
|
||||
"snoop-hx": "<ul><li>You have a crush on them. Ask them if they've noticed.</li><li>You're best friends from school/university (film class, maybe?).</li><li>You met when they killed the monster you were doing a story on.</li><li>... missed a kill because of something you did. Ask them what you screwed up.</li><li>...were in danger of some unhelpful publicity, but you got the story killed.</li><li>...saved your ass when you did something stupid. Ask them what you did.</li><li>...is a huge fan of your work. Ask them if they keep quiet about it or if everyone knows.</li><li>Relations, close or distant. Decide between you which.</li></ul>",
|
||||
"spellslinger-hx": "<ul><li>They act as your conscience when the power goes to your head. Ask them about the last time this happened.</li><li>Blood relation, though you were out of contact for years. Ask them how they reconnected with you.</li><li>Mentor from another life. Ask them what they taught you.</li><li>Your magic-fueled rescue of them introduced them to the supernatural. Tell them what creature was after them.</li><li>An old rivalry has turned into a tight friendship. Tell them what you once fought over.</li><li>You thought they were dead, and now they’re back. What “killed” them?</li><li>They’re an on-again/off-again love interest. Ask them what keeps you apart. Tell them what keeps you together.</li><li>A comrade-in-arms. You’ve faced the biggest threats together.</li></ul>",
|
||||
@@ -1404,9 +1404,9 @@
|
||||
"custom-moves-header": "Custom Moves",
|
||||
"custom-moves-kref": "<ul><li>What's the basic concept for the move?</li><li>When is it triggered?</li><li>What effect does it have?</li></ul>",
|
||||
"mystery-hook": "The Hook",
|
||||
"description": "Description",
|
||||
"armour": "Armour",
|
||||
"name": "Name",
|
||||
"description": "Description",
|
||||
"armour": "Armour",
|
||||
"name": "Name",
|
||||
"day": "Day",
|
||||
"shadows": "Shadows",
|
||||
"sunset": "Sunset",
|
||||
@@ -1494,9 +1494,9 @@
|
||||
"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 <i>Luck</i> point just once; uncheck this box when you use it)",
|
||||
"crooked-move1.3": "Grimoire (studying the book gives +1 forward to <i>use magic</i>)",
|
||||
"crooked-move1.4": "Skeleton key (opens any magically sealed lock)",
|
||||
"crooked-move1.2": "Lucky charm (may be used as a <i>Luck</i> point just once; uncheck this box when you use it)",
|
||||
"crooked-move1.3": "Grimoire (studying the book gives +1 forward to <i>use magic</i>)",
|
||||
"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 <i>Use Magic</i>)",
|
||||
"searcher-gear-base1": "A car",
|
||||
"searcher-gear-base2": "A motorcycle",
|
||||
@@ -1525,7 +1525,7 @@
|
||||
"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.",
|
||||
"actionscientist-desc": "A hunter committed to diving into every unknown problem with the tools of science at their command. E.g. Tesladyne, Buckaroo Banzai.",
|
||||
"luck-special-actionscientist": "When you spend a <i>Luck</i>, some gadget or machine near you will do something weird, malfunction, break down, or... explode.",
|
||||
"actionscientist-hx": "<ul><li>You are relations, most likely distant. Tell them what the connection is.</li><li>You were academic colleagues at some point in the past. Decide between you where and when.</li><li>On-again, off-again romance. Decide between you if it's off or on right now.</li><li>You've been friends ever since you had a Science Adventure a while ago. Tell them what evil science nemesis you defeated together.</li><li>Just buddies: you get along well when it's time to relax after all the monsters have been dealt with.</li><li>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.</li><li>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.</li><li>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.</li></ul>",
|
||||
"AS-fixed-move1": "<b>Science!</b> You may use the <i>Weird Science</i> move in addition to whatever the default weird move is for the game. If Weird Science is the default move, you gain access to <i>Advanced Weird Science</i>. 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.",
|
||||
@@ -1556,5 +1556,102 @@
|
||||
"as-haven-instruct": "Pick one in addition to a Workshop",
|
||||
"text-block": "Text Block",
|
||||
"mystery-concept": "Mystery's Concept",
|
||||
"playtests": "Playtests",
|
||||
"playtest": "Playtest",
|
||||
"playtest-note": "Got feedback about a playtest? Email us at feedback@evilhat.com",
|
||||
"the-spooktacular": "The Spooktacular",
|
||||
"spooktacular": "Spooktacular",
|
||||
"spooktacular-desc": "A carnival worker with a history of supernatural entertainments as part of a travelling show. E.g. Carnivale.",
|
||||
"luck-special-spooktacular": "When you spend a <i>Luck</i>, you’re going to run into someone you met at the show. Could be good, could be bad, who knows?",
|
||||
"the-show": "The Show",
|
||||
"the-show-instruct": "You spent a long time with this travelling show and have an ability based on its style. Are you still with them? If so, how do you balance work and monster hunting? If you left, why was that?",
|
||||
"the-show-pick": "Pick your show’s specialty:",
|
||||
"the-show1": "<b>An Infernal Power</b>: A Big Bad operated the show for evil purposes. You signed a contract. Take a three-box <i>infernal favour</i> track. Spend these as if they were <i>Luck</i> points. They may be refreshed whenever the Power wishes, but they will ask you to do something terrible first. What sin have you already committed?",
|
||||
"infernal-favour": "Infernal Favour",
|
||||
"the-show2": "<b>Magic & Illusions</b>: You can cast confounding spells. When you weave an illusion, roll +Weird. On a 10+ everyone is fooled, they are either led in a direction of your choice or you and those you choose escape undetected. On a 7-9, it doesn’t quite work: misdirect or escape as a 10+ result, but the Keeper chooses one: someone isn’t fooled, or you gain unwelcome attention. On a miss, it goes badly as magic always does.",
|
||||
"the-show3": "<b>Making Money</b>: You’ve got a lot of practice bamboozling folks. When you want to mess with someone, roll +Charm. On a 10+, they don’t know what’s going on and overlook something of your choice. On a 7-9 they still overlook something but they’re more angry than baffled. On a miss, you better run.",
|
||||
"the-show4": "<b>Problem Solvers</b>: The show rolls into town, people visit and reveal their difficulties. The crew arrange to make things better, leaving each town a little happier than when you arrived. Well, when things go smoothly anyhow. When you spend an hour or so in conversation with someone, or observe them for a few hours, the Keeper will tell you what’s their biggest problem right at the moment.",
|
||||
"the-show5": "<b>Supernatural Creatures</b>: You’re not entirely human yourself. Pick a single supernatural move from any hunter playbook (the Monstrous is a good place to start). How does your inhuman nature show?",
|
||||
"spooktacular-move1": "<b>Put On A Show</b>: You can entertain people and get them to feel joy and forget their troubles. Decide what the show is like, and roll +Charm if it’s pure performance or +Weird if you add a pinch of magic. On a 10+ the audience is transported and happy. Troubles and trauma are eased in their minds, for a good while. On a 7-9 pick one: the effect just lasts a little while, or the regular time but there’s a ruckus when you’re done.",
|
||||
"spooktacular-move2": "<b>A Negligible Price</b>: You can make a magical deal to fulfill a desire for someone else. The price is that they reveal to you a secret, the world then arranges itself to fulfill their desire, matching the scale and impact of the secret.",
|
||||
"spooktacular-move3": "<b>Easygoin’</b>: You have the gift of being friendly and easy to chat to. When you try to make a good impression on someone you just met, roll +Charm. On a 10+ they treat you as a trustworthy and friendly acquaintance. On a 7-9 they open up more than usual but still regard you as a stranger. On a 6 or less, they think you’re playing them, and they’ll not trust you or your companions.",
|
||||
"spooktacular-move4": "<b>Pay It Backward</b>: Give yourself or someone else an advantage on any roll: roll 3 dice and select the best 2 for your result. Whenever you do this, the Keeper gains 1 hold. That hold may be spent to give any hunter (but usually you) a disadvantage: roll 3 dice and select the worst 2 instead.",
|
||||
"spooktacular-move5": "<b>The Old Crew</b>: You have an ally team of show folks you worked with. They are great at setting up a scene, creating a distraction, or even intimidating folks. Pick an ally type for them.",
|
||||
"spooktacular-move6": "<b>The Game Is Fixed</b>: When you <i>use magic</i> in a fairground, take +1 forward. Gain the following effects you may choose for <i>use magic</i>:<ul><li>Someone fails a skilled task</li><li>You disappear unnoticed and untraceable into a crowd, mist, wood, or fairground</li><li>Instantly set up or pack away a carnival stall or camp site</li><li>Track someone</li><li>Get a bunch of cash.</li></ul>",
|
||||
"spooktacular-gear": "You get one dangerous tool, one vehicle, one mystical item, and all the paraphernalia.",
|
||||
"spooktacular-tools": "Dangerous Tools",
|
||||
"spooktacular-vehicles": "Vehicles",
|
||||
"spooktacular-mysticalitems": "Mystical Items",
|
||||
"spooktacular-stuff": "Paraphernalia",
|
||||
"spooktacular-gear1": "Pocket knife or multitool (1-harm hand useful small).",
|
||||
"spooktacular-gear2": "Hammer (1-harm hand useful messy).",
|
||||
"spooktacular-gear3": "Crowbar (2-harm hand useful messy).",
|
||||
"spooktacular-gear4": "Baseball bat or similar (2-harm hand).",
|
||||
"spooktacular-gear5": "Hatchet (2-harm hand messy).",
|
||||
"spooktacular-gear6": "Sock full of coins (1-harm hand stun).",
|
||||
"spooktacular-gear7": "Pickup.",
|
||||
"spooktacular-gear8": "Van.",
|
||||
"spooktacular-gear9": "Truck.",
|
||||
"spooktacular-gear10": "<b>Ghost Shades</b>. Sunglasses that can see into the spirit world.",
|
||||
"spooktacular-gear11": "<b>Really Big Plush Dog (Animated)</b>. Somehow this came to life. It’s kind of like a regular dog?",
|
||||
"spooktacular-gear12": "<b>Returning 100</b>. Spend this hundred dollar bill, and it will come back in a day or so.",
|
||||
"spooktacular-gear13": "<b>Scamulet</b>. Heats up whenever someone’s running a scam on you.",
|
||||
"spooktacular-gear14": "<b>Wizard Tent</b>. Worn and crappy on the outside, big and luxurious on the inside.",
|
||||
"spooktacular-gear15": "You have all of this crap: Tickets to a show, Snack vouchers, Decks of cards, Pairs of dice, Magic trick props, Camping gear, Makeup, Costume accessories.",
|
||||
"spooktacular-hx": "<ul><li>They worked the show with you. Ask them how long–it was at least a few months, time enough to become friends.</li><li>You knew each other as kids. Ask them what town you both hail from. Did you run away to join the show?</li><li>\"No, I certainly did not rip you off in that town a few years back. Must have been a different show, mate.\"</li><li>They were hunting a monster when your show was in town, and thought it might be one of the crew. Was it? How did you resolve things?</li><li>Estranged family members. Decide the exact relationship together.</li><li>Something got loose from the show, a few years back, and they ended up helping you secure it again. Tell them what got loose, then ask how they ended up hunting it too.</li><li>A fortune teller told you they are part of your destiny. Ask their player what the rest of the fortune said.</li><li>This weird old person pointed them out to you when you were in a bad spot. Ask them why they helped you get back on track.</li></ul>",
|
||||
"spooktacular-imp1": "Take another Show option",
|
||||
"spooktacular-advimp1": "Get your own traveling show. Maybe you take over your old one, maybe you start anew.",
|
||||
"alt-move-desc": "If you're using the alternative weird moves options from <i>Tome of Mysteries</i>, here they are. Tick the checkbox next to any move you're able to use.",
|
||||
"the-constructed": "The Constructed",
|
||||
"constructed": "Constructed",
|
||||
"constructed-desc": "A artificial being created for a specific purpose, animated by strange energies, gifted with free will. E.g. Frankenstein's Monster, Atomic Robo.",
|
||||
"luck-special-constructed": "When you spend a <i>Luck</i>, your animating force will soon malfunction briefly.",
|
||||
"animating-force": "Animating Force",
|
||||
"animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:",
|
||||
"lightning": "Lightning",
|
||||
"fire": "Fire",
|
||||
"music": "Music",
|
||||
"clockwork": "Clockwork",
|
||||
"orgone": "Orgone",
|
||||
"alchemy": "Alchemy",
|
||||
"thought": "Thought",
|
||||
"aether": "Aether",
|
||||
"purpose": "Purpose",
|
||||
"purpose-desc": "You were created to serve a specific function, pick one:",
|
||||
"purpose-weapon": "<b>Weapon</b>: All your attacks do +1 harm.",
|
||||
"purpose-guardian": "<b>Guardian</b>: You get +1 when you <i>protect someone</i>.",
|
||||
"purpose-assistant": "<b>Assistant</b>: You give a +2 bonus when <i>helping out</i>.",
|
||||
"purpose-experiment": "<b>Experiment</b>: Take a move from another playbook.",
|
||||
"purpose-reason": "Why are you no longer serving that function? Your history options overlap with these, so check those to help you decide. Pick one:",
|
||||
"reason1": "Your creator died.",
|
||||
"reason2": "Your creator set you free. Why?",
|
||||
"reason3": "Your creator discarded you as a failure.",
|
||||
"reason4": "You were buried for many years. Who found you?",
|
||||
"reason5": "You killed your creator. What did they do?",
|
||||
"reason6": "You ran away.",
|
||||
"reason7": "You were lost in the war. Who were you fighting?",
|
||||
"reason8": "You were broken but now restored. Who fixed you?",
|
||||
"constructed-hx": "<ul><li>This hunter is the person who created you. Tell them how you feel about them.</li><li>This hunter is the first one who treated you like a person instead of a thing. Ask them what you did that made them think of you that way.</li><li>This hunter is still afraid of you. Work out with them why that is.</li><li>This hunter is treats you like pet, fondly but dismissively. Ask them why.</li><li>This hunter is a good friend. Tell them if it’s from way back, or recently.</li><li>This hunter makes you a bit suspicious. What makes you feel that way?</li><li>This hunter thought you were a monster and tried to kill you. Tell them why you are now friends.</li><li>This hunter has known you since they were little. Ask them what the nature of your relationship is.</li></ul>",
|
||||
"constructed-move1": "<b>Inhuman</b>: You have a hard time understanding human behavior, mannerisms, and emotions. When making move relying on social intelligence, take -1. People don’t get you either, so other hunters suffer a -1 if they try to <i>manipulate</i> you. You also get 10 harm boxes instead of 7, and do not become unstable due to damage. ",
|
||||
"constructed-move2": "<b>Recharge</b>: You may repair youself by immersing yourself into a source of your animating force, but it’s dangerous. Roll +Weird. On a 10+, heal 3-harm. On a 7-9, heal 2-harm. On a 6 or less, the energy overwhelms you, which never ends well.",
|
||||
"constructed-move3": "<b>Detachable Parts</b>: You may detach one or more of your body parts. They act as an ally: subordinate (motivation: to follow your exact instructions). Each is able to move and sense in some way.",
|
||||
"constructed-move4": "<b>Mystic Focus</b>: Your body acts as a magical focus and can count as a requirement for <i>use magic</i> or <i>big magic</i>.",
|
||||
"constructed-move5": "<b>Awaken Object</b>: Share your animating force with another object within close range to treat it as an extension of yourself. When you <i>animate an object</i>, roll +Weird. On a 10+, you control the object like a part of yourself and gain +1 ongoing for rolls you make with it. On a 7-9, you control the object like a part of yourself. On a miss, suffer harm as you lose that essence.",
|
||||
"constructed-move6": "<b>Hide In Plain Sight</b>: If you hold still, you appear to be a statue. Nobody will pay any special attention to you.",
|
||||
"constructed-move7": "<b>But Why?</b>: Your struggles to understand people means they can reveal more than they mean to. Always take one extra hold when you <i>investigate a mystery</i> or <i>read a bad situation</i> by talking to someone.",
|
||||
"constructed-gear-large": "Large weapons, pick one:",
|
||||
"constructed-gear-body": "Your body, pick two:",
|
||||
"constructed-gear1": "Sledgehammer (3-harm hand heavy messy)",
|
||||
"constructed-gear2": "Big sword (3-harm hand heavy messy)",
|
||||
"constructed-gear3": "Huge handgun (3-harm close loud reload)",
|
||||
"constructed-gear4": "Poleaxe (3-harm hand/close messy)",
|
||||
"constructed-gear5": "Fists (2-harm hand forceful)",
|
||||
"constructed-gear6": "Energy blast (2-harm close animating-force)",
|
||||
"constructed-gear7": "Wrestle (1-harm intimate/hand restraining)",
|
||||
"constructed-gear8": "Energy pulse (1-harm close area animating-force)",
|
||||
"constructed-gear9": "Bulwark (1 armour)",
|
||||
"constructed-imp1": "Gain an ally: you <i>make</i> a friend (literally).",
|
||||
"constructed-imp2": "Adjust your needs: mark a second animating force",
|
||||
"constructed-advimp1": "Become human, and change to a new type.",
|
||||
"end_newstuff": "<!-- New entries end here. -->"
|
||||
}
|
||||
}
|
||||
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Reference in New Issue
Block a user