Merge branch 'master' into l10n_master

This commit is contained in:
Miguel Peres
2021-05-17 14:29:41 -03:00
committed by GitHub
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# About
Official Character Sheet for [Barbaric!](https://www.drivethrurpg.com/product/348272/Barbaric) by Stellagama Publishing. Sheet Created by [Andreas J.](https://wiki.roll20.net/Anduh)
Official Character Sheet for [Barbaric!](https://www.drivethrurpg.com/product/348272/Barbaric)/[¡Bárbaro!](https://www.drivethrurpg.com/product/357031/Barbaro) by Stellagama Publishing. Sheet Created by [Andreas J.](https://wiki.roll20.net/Anduh)
## Sheet Info
Basic character sheet for tracking your stats, with roll buttons for Skills, Attacks & Initiative.
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width: 80px;
text-align: center;
}
.charsheet .lang-es div.grid-weapon span.damage {
padding-left: 17px;
}
/*------------------------------------*\
#ROLL TEMPLATES
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.sheet-rolltemplate-rolls .sheet-fail {
color: red;
}
/*# sourceMappingURL=barbaric.css.map */
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<span></span>
<span data-i18n="weapons" >weapons</span>
<span data-i18n="range" >range</span>
<span data-i18n="damage" >damage</span>
<span data-i18n="damage" class="damage">damage</span>
<span data-i18n="notes" >notes</span>
<button name="roll_weapon1" class="d6" type="roll" value="&{template:rolls} {{title=^{weapon}: @{wpn1name} }} {{color=black}} {{subtitle=@{character_name} }} {{color=black}} {{^{range}= @{wpn1range} }} {{^{roll-i18n}=[[ [[2d6]]+@{combat} ]]}} {{baseroll=$[[0]]}} {{^{damage}= [[@{wpn1dmg}6]] }}"></button>
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"authors": "Andreas J.",
"roll20userid": "1223200",
"preview": "preview.png",
"instructions": "This is the Official character sheet for **Barbaric!** by [Stellagama Publishing](https://www.drivethrurpg.com/browse/pub/9571/Stellagama-Publishing).\n\n* [Readme.md](https://github.com/Roll20/roll20-character-sheets/blob/master/Barbaric/) - sheet instructions\n* [Barbaric!](https://www.drivethrurpg.com/product/348272/Barbaric) - rules",
"instructions": "This is the Official character sheet for **Barbaric!** by [Stellagama Publishing](https://www.drivethrurpg.com/browse/pub/9571/Stellagama-Publishing).\nHoja de personaje **¡Bárbaro!**\n* [Readme.md](https://github.com/Roll20/roll20-character-sheets/blob/master/Barbaric/) - sheet instructions\n* [Barbaric!](https://www.drivethrurpg.com/product/348272/Barbaric) - rules\n* [¡Bárbaro!](https://www.drivethrurpg.com/product/357031/Barbaro) - libro",
"legacy": false
}
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span{
width: 70px;
}
button{
width: 18px;
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}
.lang-es div.grid-weapon span.damage{
padding-left: 17px;
}
}
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"loud-rejection": {
@@ -1615,14 +1615,12 @@
"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",
@@ -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.",
@@ -1202,9 +1202,9 @@
"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.",
@@ -1416,9 +1416,9 @@
"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",
@@ -1506,9 +1506,9 @@
"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",
@@ -1573,30 +1573,30 @@
"playtest-note": "Got feedback about a playtest? Email us at feedback@evilhat.com",
"the-spooktacular": "The Spooktacular",
"spooktacular": "Spooktacular",
"spooktacular-desc": "A carnival worker with a history of supernatural entertainments as part of a travelling show. E.g. Carnivale.",
"luck-special-spooktacular": "When you spend a <i>Luck</i>, you’re going to run into someone you met at the show. Could be good, could be bad, who knows?",
"spooktacular-desc": "A carnival worker with a history of supernatural entertainments as part of a traveling show. E.g. Carnivale.",
"luck-special-spooktacular": "When you spend a <i>Luck</i>, you’re going to run into someone you met at the Show. Could be good, could be bad, who knows?",
"the-show": "The Show",
"the-show-instruct": "You spent a long time with this travelling show and have an ability based on its style. Are you still with them? If so, how do you balance work and monster hunting? If you left, why was that?",
"the-show-pick": "Pick your show’s specialty:",
"the-show1": "<b>An Infernal Power</b>: A Big Bad operated the show for evil purposes. You signed a contract. Take a three-box <i>infernal favour</i> track. Spend these as if they were <i>Luck</i> points. They may be refreshed whenever the Power wishes, but they will ask you to do something terrible first. What sin have you already committed?",
"the-show-instruct": "You spent a long time with this traveling Show and have an ability based on its style. Are you still with them? If so, how do you balance work and monster hunting? If you left, why was that?",
"the-show-pick": "Pick your Show’s specialty:",
"the-show1": "<b>An Infernal Power</b>: A Big Bad operated the Show for evil purposes. You signed the contract&mdash;take a three-box <i>infernal favour</i> track. Spend these as if they were <i>Luck</i> points. The Big Bad may restore these points when they wish, but first you must do something unforgivably terrible. What sin have you already committed?",
"infernal-favour": "Infernal Favour",
"the-show2": "<b>Magic & Illusions</b>: You can cast confounding spells. When you weave an illusion, roll +Weird. On a 10+ everyone is fooled, they are either led in a direction of your choice or you and those you choose escape undetected. On a 7-9, it doesn’t quite work: misdirect or escape as a 10+ result, but the Keeper chooses one: someone isn’t fooled, or you gain unwelcome attention. On a miss, it goes badly as magic always does.",
"the-show3": "<b>Making Money</b>: You’ve got a lot of practice bamboozling folks. When you want to mess with someone, roll +Charm. On a 10+, they don’t know what’s going on and overlook something of your choice. On a 7-9 they still overlook something but they’re more angry than baffled. On a miss, you better run.",
"the-show4": "<b>Problem Solvers</b>: The show rolls into town, people visit and reveal their difficulties. The crew arrange to make things better, leaving each town a little happier than when you arrived. Well, when things go smoothly anyhow. When you spend an hour or so in conversation with someone, or observe them for a few hours, the Keeper will tell you what’s their biggest problem right at the moment.",
"the-show4": "<b>Problem Solvers</b>: The Show rolls into town, people visit and reveal their difficulties. The crew arrange to make things better, leaving each town a little happier than when you arrived. Well, when things go smoothly anyhow. When <i>you chat to someone, or observe them for a few minutes</i>, the Keeper will tell you what their biggest problem is right now.",
"the-show5": "<b>Supernatural Creatures</b>: You’re not entirely human yourself. Pick a single supernatural move from any hunter playbook (the Monstrous is a good place to start). How does your inhuman nature show?",
"spooktacular-move1": "<b>Put On A Show</b>: You can entertain people and get them to feel joy and forget their troubles. Decide what the show is like, and roll +Charm if it’s pure performance or +Weird if you add a pinch of magic. On a 10+ the audience is transported and happy. Troubles and trauma are eased in their minds, for a good while. On a 7-9 pick one: the effect just lasts a little while, or the regular time but there’s a ruckus when you’re done.",
"spooktacular-move2": "<b>A Negligible Price</b>: You can make a magical deal to fulfill a desire for someone else. The price is that they reveal to you a secret, the world then arranges itself to fulfill their desire, matching the scale and impact of the secret.",
"spooktacular-move1": "<b>Put On A Show</b>: You can entertain people so they feel joy and forget their troubles. <i>Say what you do</i> and roll +Charm if it’s pure performance or +Weird if you add a pinch of magic. On a 10+ the audience is transported and happy. Troubles and trauma are eased in their minds, for a good while. On a 7-9 pick one: the effect just lasts a little while, or the regular time but there’s a ruckus when you’re done.",
"spooktacular-move2": "<b>A Negligible Price</b>: You can make a magical deal to fulfill a desire for someone else. The price is that they reveal to you a secret, the world then arranges itself to fulfill their desire, fitting the scale of the secret.",
"spooktacular-move3": "<b>Easygoin’</b>: You have the gift of being friendly and easy to chat to. When you try to make a good impression on someone you just met, roll +Charm. On a 10+ they treat you as a trustworthy and friendly acquaintance. On a 7-9 they open up more than usual but still regard you as a stranger. On a 6 or less, they think you’re playing them, and they’ll not trust you or your companions.",
"spooktacular-move4": "<b>Pay It Backward</b>: Give yourself or someone else an advantage on any roll: roll 3 dice and select the best 2 for your result. Whenever you do this, the Keeper gains 1 hold. That hold may be spent to give any hunter (but usually you) a disadvantage: roll 3 dice and select the worst 2 instead.",
"spooktacular-move5": "<b>The Old Crew</b>: You have an ally team of show folks you worked with. They are great at setting up a scene, creating a distraction, or even intimidating folks. Pick an ally type for them.",
"spooktacular-move6": "<b>The Game Is Fixed</b>: When you <i>use magic</i> in a fairground, take +1 forward. Gain the following effects you may choose for <i>use magic</i>:<ul><li>Someone fails a skilled task</li><li>You disappear unnoticed and untraceable into a crowd, mist, wood, or fairground</li><li>Instantly set up or pack away a carnival stall or camp site</li><li>Track someone</li><li>Get a bunch of cash.</li></ul>",
"spooktacular-gear": "You get one dangerous tool, one vehicle, one mystical item, and all the paraphernalia.",
"spooktacular-tools": "Dangerous Tools",
"spooktacular-move5": "<b>The Old Crew</b>: You have an ally team of Show folks you worked with. They are great at setting up a scene, creating a distraction, or even intimidating folks.",
"spooktacular-move6": "<b>The Game Is Fixed</b>: When you <i>usemagic</i> in a crowded and chaotic place (like a fairground), take +1 forward. You may also choose the following effects whenever you <i>use magic</i>:<ul><li>Someone fails a skilled task</li><li>You disappear unnoticed and untraceable into a crowded and chaotic scene</li><li>Instantly set up or pack away a carnival stall or camp site</li><li>Track someone</li><li>Get a bunch of cash.</li></ul>",
"spooktacular-gear": "You get one camp tool, one vehicle, one mystical item, and all the paraphernalia.",
"spooktacular-tools": "Camp Tools",
"spooktacular-vehicles": "Vehicles",
"spooktacular-mysticalitems": "Mystical Items",
"spooktacular-stuff": "Paraphernalia",
"spooktacular-gear1": "Pocket knife or multitool (1-harm hand useful small).",
"spooktacular-gear2": "Hammer (1-harm hand useful messy).",
"spooktacular-gear2": "Mallet (1-harm hand useful blunt).",
"spooktacular-gear3": "Crowbar (2-harm hand useful messy).",
"spooktacular-gear4": "Baseball bat or similar (2-harm hand).",
"spooktacular-gear5": "Hatchet (2-harm hand messy).",
@@ -1605,15 +1605,15 @@
"spooktacular-gear8": "Van.",
"spooktacular-gear9": "Truck.",
"spooktacular-gear9b": "Motorcycle &amp; sidecar.",
"spooktacular-gear10": "<b>Ghost Shades</b>. Sunglasses that can see into the spirit world.",
"spooktacular-gear10": "<b>Ghost Shades</b>. Sunglasses that can see into the spirit world (it seems darker than usual, obviously).",
"spooktacular-gear11": "<b>Really Big Plush Dog (Animated)</b>. Somehow this came to life. It’s kind of like a regular dog?",
"spooktacular-gear12": "<b>Returning 100</b>. Spend this hundred dollar bill, and it will come back in a day or so.",
"spooktacular-gear13": "<b>Scamulet</b>. Heats up whenever someone’s running a scam on you.",
"spooktacular-gear14": "<b>Wizard Tent</b>. Worn and crappy on the outside, big and luxurious on the inside.",
"spooktacular-gear15": "You have all of this crap: Tickets to a show, Snack vouchers, Decks of cards, Pairs of dice, Magic trick props, Camping gear, Makeup, Costume accessories.",
"spooktacular-hx": "<ul><li>They worked the show with you. Ask them how long–it was at least a few months, time enough to become friends.</li><li>You knew each other as kids. Ask them what town you both hail from. Did you run away to join the show?</li><li>\"No, I certainly did not rip you off in that town a few years back. Must have been a different show, mate.\"</li><li>They were hunting a monster when your show was in town, and thought it might be one of the crew. Was it? How did you resolve things?</li><li>Estranged family members. Decide the exact relationship together.</li><li>Something got loose from the show, a few years back, and they ended up helping you secure it again. Tell them what got loose, then ask how they ended up hunting it too.</li><li>A fortune teller told you they are part of your destiny. Ask their player what the rest of the fortune said.</li><li>This weird old person pointed them out to you when you were in a bad spot. Ask them why they helped you get back on track.</li></ul>",
"spooktacular-hx": "<ul><li>This hunter worked the Show with you. Ask them for how long&mdash;it was at least a few months, time enough to become friends.</li><li>You knew each other as kids. Ask them what town you both hail from. Did you run away to join the Show?</li><li>\"No, I certainly did not rip you off in that town a few years back. Must have been a different show, mate.\"</li><li>This hunter was chasing a monster when the Show was in town, and thought it might be one of the crew. Was it? How did you resolve things?</li><li>Estranged family members. Decide the exact relationship together.</li><li>Something got loose from the Show, a few years back, and they ended up helping you secure it again. Tell them what got loose, then ask how they ended up hunting it too.</li><li>A fortune teller told you they are part of your destiny. Ask their player what the rest of the fortune said.</li><li>This weird old person pointed them out to you when you were in a bad spot. Ask them why they helped you get back on track.</li></ul>",
"spooktacular-imp1": "Take another Show option",
"spooktacular-advimp1": "Get your own traveling show. Maybe you take over your old one, maybe you start anew.",
"spooktacular-advimp1": "Get your own traveling Show. Maybe you take over your old one, maybe you start anew.",
"alt-move-desc": "If you're using the alternative weird moves options from <i>Tome of Mysteries</i>, here they are. Tick the checkbox next to any move you're able to use.",
"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.",
@@ -1642,7 +1642,7 @@
"reason6": "You ran away.",
"reason7": "You were lost in the war. Who were you fighting?",
"reason8": "You were broken but now restored. Who fixed you?",
"constructed-hx": "<ul><li>This hunter is the person who created you. Tell them how you feel about them.</li><li>This hunter is the first one who treated you like a person instead of a thing. Ask them what you did that made them think of you that way.</li><li>This hunter is still afraid of you. Work out with them why that is.</li><li>This hunter is treats you like pet, fondly but dismissively. Ask them why.</li><li>This hunter is a good friend. Tell them if it’s from way back, or recently.</li><li>This hunter makes you a bit suspicious. What makes you feel that way?</li><li>This hunter thought you were a monster and tried to kill you. Tell them why you are now friends.</li><li>This hunter has known you since they were little. Ask them what the nature of your relationship is.</li></ul>",
"constructed-hx": "<ul><li>This hunter is your creator. Tell them how you feel about them.</li><li>This hunter is the first one who treated you like a person instead of a thing. Ask them what you did that made them think of you that way.</li><li>This hunter is still afraid of you. Work out with them why that is.</li><li>This hunter is treats you like pet, fondly but dismissively. Ask them why.</li><li>This hunter is a good friend. Tell them if it’s from way back, or recently.</li><li>This hunter makes you a bit suspicious. What makes you feel that way?</li><li>This hunter thought you were a monster and tried to kill you. Figure out why you are now friends.</li><li>This hunter has known you since they were little. Ask them what the nature of your relationship is.</li></ul>",
"constructed-move1": "<b>Inhuman</b>: You have a hard time understanding human behavior, mannerisms, and emotions. When making move relying on social intelligence, take -1. People don’t get you either, so other hunters suffer a -1 if they try to <i>manipulate</i> you. You also get 10 harm boxes instead of 7, and do not become unstable due to damage. ",
"constructed-move2": "<b>Recharge</b>: You may repair youself by immersing yourself into a source of your animating force, but it’s dangerous. Roll +Weird. On a 10+, heal 3-harm. On a 7-9, heal 2-harm. On a 6 or less, the energy overwhelms you, which never ends well.",
"constructed-move3": "<b>Detachable Parts</b>: You may detach one or more of your body parts. They act as an ally: subordinate (motivation: to follow your exact instructions). Each is able to move and sense in some way.",
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@@ -131,7 +131,7 @@
"chosen-move5": "<b>Resilience</b>: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves.",
"chosen-gear1": "(Optional) Protective gear worth 1 armour",
"chosen-gear2": "Special Weapon",
"chosen-special-descrip":"Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.",
"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)",
@@ -773,7 +773,7 @@
"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.",
@@ -1165,5 +1165,6 @@
"custom-moves": "Playbook Moves",
"custom-move-name": "Name",
"custom-move-description": "Description",
"custom-gear": "Playbook Gear"
"custom-gear": "Playbook Gear",
"random-translation": "Prompting CrowdIn to Update"
}
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@@ -633,21 +633,21 @@
"wronged-gear12": "Big knife (1 harm, hand)",
"wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)",
"wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)",
"wronged-vehicle": "Vehicles",
"wronged-vehicle": "(Optional) Vehicle",
"wronged-gear15": "Classic car",
"wronged-gear16": "Classic motorcycle",
"wronged-gear17": "Plain pickup",
"wronged-gear18": "Plain van",
"Wronged-advance1": "Gain a haven like the <i>Expert</i> with two options",
"Wronged-advance2": "Add one more option to your haven",
"Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them",
"Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; <i>I know my prey</i> now applies to them instead",
"Wronged-advance1": "Gain a Haven, like the <i>Expert</i>, with two options",
"Wronged-advance2": "Add a haven option",
"Wronged-advance3": "You track down the specific monster(s) responsible fo your loss; the Keeper must make the next mystery about them",
"Wronged-advance4": "Change the target of your vengeful rage; replace the monster breed in <i>My Prey</i> with a new one",
"Gumshoe": "Gumshoe",
"luck-special-gumshoe": "When you spend <i>Luck</i>, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!",
"Gumshoe-Adv-harm": "Extra harm box",
"gumshoeCode": "Gumshoe Code",
"gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.",
"gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.",
"gumshoeCode-example": "Example Codes",
"gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.",
"gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (<i>The Postman Always Rings Twice, The Long Goodbye</i>) and the ability to spend <i>Luck</i>. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive <b>+1 ongoing</b> for <i>manipulate someone</i> and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.",
"Gumshoe-fixed-move1": "<b>Occult Confidential</b>: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the <i>investigate a mystery</i> list.",
@@ -687,7 +687,7 @@
"Gumshoe-gear8": "SLR camera",
"Gumshoe-weapon": "P.I. Weapons",
"Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)",
"Gumshoe-gear10": ".38 revolver (2 harm, close, reload,<br> &nbsp; &nbsp; &nbsp; loud)",
"Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)",
"Gumshoe-gear11": "9mm (2 harm, close, loud)",
"Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)",
"Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)",
@@ -700,7 +700,7 @@
"luck-special-hex": "When you spend <i>Luck</i>, until the end of the mystery, backlash on your spells will be extra nasty.",
"hex-weapons": "Wizardly Weapons",
"hex-items": "Any magical items or amulets that you use to perform magic",
"hex-gear1": ".38 revolver (2 harm, close, reload,<br> &nbsp; &nbsp; &nbsp; loud)",
"hex-gear1": ".38 revolver (2 harm, close, reload, loud)",
"hex-gear2": "Shotgun (3 harm, close, messy, loud)",
"hex-gear3": "Athame (2 harm, hand, magic, silver)",
"hex-gear4": "Shillelagh (1 harm, hand, balanced)",
@@ -731,7 +731,7 @@
"hex-move7": "<b>Wise Soul</b>: Whenever you <i>use magic</i>, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.",
"temptation": "Temptation",
"temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your <i>Temptation</i> drove you to learn magic, or if learning magic drove you to it",
"temptation-desc2": "Whenever you give in to your <i>Temptation</i> and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to <i>act under pressure</i> to resist giving in to your <i>Temptation</i>. If you fail this roll, you <b>don’t mark experience</b> like you would have if you’d willingly acted out your desires.",
"temptation-desc2": "Whenever you give in to your <i>Temptation</i> and act accordingly, you <b>mark experience</b>. If a perfect opportunity presents itself, you need to <i>act under pressure</i> to resist giving in to your <i>Temptation</i>. If you fail this roll, you <b>don’t mark experience</b> like you would have if you’d willingly acted out your desires.",
"temptation-choose": "Choose one <i>Temptation</i>",
"temptation1": "<b>Vengeance</b>: Utilize magic to inflict disproportionate retribution on someone who wronged you.",
"temptation2": "<b>Power</b>: Utilize magic to exert your dominance over another.",
@@ -757,7 +757,7 @@
"rote-effect": "Effects",
"hex-advance1": "Take another <i>Rote</i>",
"hex-advance2": "or an additional <i>Rote</i>",
"hex-advance3": "Gain a haven like the <i>Expert</i> with two options",
"hex-advance3": "Gain a Haven, like the <i>Expert</i>, with two options",
"hex-advance4": "Take another two <i>Rotes</i>",
"hex-advance5": "Choose one <i>Advanced Hex Move</i>",
"Pararomantic": "Pararomantic",
@@ -801,9 +801,9 @@
"pararomantic-move6.3": "What would distract them?",
"pararomantic-move7": "<b>Spirit Touched</b>: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.",
"pararomantic-equip": "Normal Equipment",
"pararomantic-gear1": "Golf club, baseball bat, cricket bat,<br> &nbsp; &nbsp; &nbsp; or hockey stick (2 harm, hand,<br> &nbsp; &nbsp; &nbsp; innocuous, messy)",
"pararomantic-gear2": "Pocket knife or multitool (1 harm,<br> &nbsp; &nbsp; &nbsp; hand, useful, small)",
"pararomantic-gear3": "Small handgun (2 harm, close, loud,<br> &nbsp; &nbsp; &nbsp; reload)",
"pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)",
"pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)",
"pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)",
"pararomantic-gear4": "Bicycle",
"pararomantic-gear5": "Fairly new car in decent condition",
"pararomantic-gear6": "Motorcycle",
@@ -883,7 +883,7 @@
"exile-weapon": "Ancient Weapons",
"exile-gear1": "Sword (2 harm, hand, messy)",
"exile-gear2": "Axe (2 harm, hand, messy)",
"exile-gear3": "Big sword (3 harm, hand, messy,<br> &nbsp; &nbsp; &nbsp; heavy)",
"exile-gear3": "Big sword (3 harm, hand, messy, heavy)",
"exile-gear4": "Big axe (3 harm, hand, messy, heavy)",
"exile-gear5": "Shield (1 harm, hand, 1 armour), (<i>cannot be used at the same time as a heavy weapon</i>)",
"exile-gear6": "Silver knife (1 harm, hand, silver)",
@@ -891,7 +891,7 @@
"exile-gear8": "Crossbow (2 harm, close, slow)",
"exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)",
"exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)",
"exile-gear11": "Spear (2 harm, hand, close)",
"exile-gear11": "Spear (2 harm, hand/close)",
"exile-gear12": "Big knife (1 harm, hand)",
"exile-gear13": "Cudgel (1 harm, hand)",
"exile-gear14": "Martial arts (1 harm, hand)",
@@ -911,14 +911,14 @@
"hardcase-move6": "<b>Property Damage</b>: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.",
"hardcase-weapons": "Hard Case Weapons",
"hardcase-gear1": "Crowbar (2 harm, hand, messy)",
"hardcase-gear2": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper",
"hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)",
"hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)",
"hardcase-gear4": "Huge knife (2 harm, hand, messy)",
"hardcase-gear5": "Hand cannon (3 harm, close, loud)",
"hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)",
"hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)",
"hardcase-normal": "Normal Weapons",
"hardcase-gear8": ".38 revolver (2 harm, close, reload,<br> &nbsp; &nbsp; &nbsp; loud)",
"hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)",
"hardcase-gear9": "Shotgun (3 harm, close, messy, loud)",
"hardcase-gear10": "Hunting rifle (2 harm, far, loud)",
"hardcase-gear11": "9mm (2 harm, close, loud)",
@@ -951,7 +951,7 @@
"luchador-move8": "<b>Sly Rudo</b>: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.",
"luchador-move9": "<b>Fan Following</b>: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.",
"luchador-weapons": "Normal Weapons",
"luchador-gear1": ".38 revolver (2 harm, close, reload,<br> &nbsp; &nbsp; &nbsp; loud)",
"luchador-gear1": ".38 revolver (2 harm, close, reload, loud)",
"luchador-gear2": "9mm (2 harm, close, loud)",
"luchador-gear3": "Shotgun (3 harm, close, messy, loud)",
"luchador-gear4": "Heavy chain (2 harm, hand, area)",
@@ -965,7 +965,7 @@
"luchador-gear11": "Tricked out motorcycle",
"luchador-gear12": "Van with custom paint job",
"luchador-ally": "another wrestler who has chosen to fight monsters with you",
"luchador-advance1": "Gain a haven like the <i>Expert</i> with two options",
"luchador-advance1": "Gain a Haven, like the <i>Expert</i>, with two options",
"Meddlingkid": "Meddling Kid",
"luck-special-meddlingkid": "When you spend <i>Luck</i>, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.",
"meddlingkid-animal": "Animal Allies",
@@ -977,7 +977,7 @@
"meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.",
"meddlingkid-move2": "<b>Power Snack</b>: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.",
"meddlingkid-move3": "<b>Wallop!</b>: When you use an improvised weapon to attack something, you may choose one of these extra effects",
"meddlingkid-move3.1": "Inflict 1 harm",
"meddlingkid-move3.1": "Inflict 1 harm.",
"meddlingkid-move3.2": "Momentarily stun them with a blow to the head.",
"meddlingkid-move3.3": "Trip or entangle them.",
"meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.",
@@ -1011,17 +1011,17 @@
"sidekick-fixed-move1": "<b>There's no 'I' in 'Team'</b>: You get +1 ongoing to <i>help out</i>; +2 ongoing, if you are helping out your hero.",
"sidekick-move1": "<b>Caddy</b>: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.",
"sidekick-move2": "<b>As You Wish</b>: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.",
"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-move3": "<b>Eek!</b>: When a monster (or anyone, really) appears on the scene and you find a hiding spot, roll +Sharp. On a 10+, you hide in the best nearby spot before they see you. On a 7-9, you hide okay but pick one",
"sidekick-move3.1": "the monster (or person) is now between you and escape.",
"sidekick-move3.2": "your hiding spot is bound to be spotted soon.",
"sidekick-move3.3": "you leave something important out in the open.",
"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-move4": "<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-move5": "<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-move6": "<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-move7": "<b>Journeyman (or Journeywoman)</b>: Take a move that your hero has.",
"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,<br> &nbsp; &nbsp; &nbsp; loud)",
"sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)",
"sidekick-gear2": "Shotgun (3 harm, close, messy, loud)",
"sidekick-gear3": "Baseball bat (2 harm, hand)",
"sidekick-gear4": "9mm (2 harm, close, loud)",
@@ -1079,7 +1079,7 @@
"apocalypse": "Apocalypse",
"apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.",
"apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend <i>Luck</i>, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.",
"apocalypse-sign-example": "Example signs",
"apocalypse-sign-example": "Example Signs",
"apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn",
"apocalypse-desc3": "When you have spent all your <i>Luck</i>, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.",
"summoned-fixed-move1": "<b>Freakish</b>: You're weird, and people react badly. You cannot use <i>manipulate someone</i> on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend <i>Luck</i> to have a person take to you. Don't roll <i>manipulate someone</i>; they act as though you'd rolled a 12. On the other hand, you can use <i>manipulate someone</i> on monsters that can reason and talk (but they always want something really bad).",
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@@ -83,7 +83,7 @@ monsterbyevilhat:
- Monster of the Week Official
- Monster of the Week by Evil Hat
- Powered by the Apocalypse
- hidden
- publisher
mothershipofficial:
- Mothership Official
- Mothership by Tuesday Knight Games
@@ -108,7 +108,7 @@ monsteroftheweekofficial:
- Monster of the Week Official
- Monster of the Week by Evil Hat Productions
- Monster of the Week
- publisher
- hidden
reachoftitanofficial:
- ReachofTitan
- Reach of Titan by Third Act Publishing