From fb86c702a8724c69a700d093148edc10ec2ab315 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 19 Apr 2022 23:07:58 -0400 Subject: [PATCH] New translations translation.json (Portuguese, Brazilian) --- .../translations/pb.json | 311 ++++++++++++++++++ 1 file changed, 311 insertions(+) create mode 100644 TheyCameFromBeyondTheGrave/translations/pb.json diff --git a/TheyCameFromBeyondTheGrave/translations/pb.json b/TheyCameFromBeyondTheGrave/translations/pb.json new file mode 100644 index 0000000000..cad9987bbb --- /dev/null +++ b/TheyCameFromBeyondTheGrave/translations/pb.json @@ -0,0 +1,311 @@ +{ + "sheetversion": "Sheet Version:", + "name": "Name:", + "player": "Player:", + "concept": "Concept:", + "archetype": "Archetype:", + "origin": "Origin:", + "darkagenda": "Dark Agenda:", + "custom-path": "Custom Path:", + "skills": "Skills", + "aim": "Aim", + "athletics": "Athletics", + "closecombat": "Close Combat", + "command": "Command", + "culture": "Culture", + "empathy": "Empathy", + "enigmas": "Enigmas", + "humanities": "Humanities", + "integrity": "Integrity", + "larceny": "Larceny", + "medicine": "Medicine", + "persuasion": "Persuasion", + "pilot": "Pilot", + "science": "Science", + "survival": "Survival", + "technology": "Technology", + "selectattribute": "Select Attribute", + "attributes": "Attributes", + "favoredapproach": "Favored
Approach", + "force": "Force", + "intellect": "Intellect", + "might": "Might", + "presence": "Presence", + "finesse": "Finesse", + "cunning": "Cunning", + "dexterity": "Dexterity", + "manipulation": "Manipulation", + "resilience": "Resilience", + "resolve": "Resolve", + "stamina": "Stamina", + "composure": "Composure", + "extradice": "Extra Dice?", + "rolled": "rolled", + "successes": "Successes", + "paths": "Paths", + "aspirations": "Aspirations", + "short": "Short:", + "long": "Long:", + "connections": "Connections", + "trademarks": "Trademarks", + "quips": "Quips", + "tropes": "Tropes", + "favoredstunts": "Favored Stunts", + "more": "More", + "less": "Less", + "summary": "Summary", + "details": "Details", + "grouprewritepool": "Group Rewrite Pool:", + "experience": "Experience:", + "general": "General", + "relationships": "Relationships", + "equipment": "Equipment", + "notes": "Notes", + "injury1": "Just a Flesh Wound", + "injury1benefit": "+1 Archetype Die", + "injury2": "That’ll Leave a Scar", + "injury2benefit": "+2 Archetype Die", + "injury3": "Last Ditch Effort", + "injury3benefit": "+2/+3 Archetype Dice", + "injury4": "Don’t Forget Me", + "injury4benefit": "+3 Any Dice Pool", + "injury5": "Death Scene", + "path": "Path", + "skillorattribute": "Skill or Attribute", + "drawaquip": "Draw
A
Quip!", + "drewaquip": "Drew A Quip", + "drewacinematic": "Drew A Cinematic", + "selectdeck": "Select Deck", + "quipdeckRandom": "Random Deck", + "quipdeckA": "Dupe Quip", + "quipdeckA1": "But how can this be possible?", + "quipdeckA2": "Did you hear that? Am I just imagining things?", + "quipdeckA3": "Don’t touch me with your awful hands!", + "quipdeckA4": "Get that thing out of my face!", + "quipdeckA5": "Hey! Get off my back!", + "quipdeckA6": "Hold me before I faint.", + "quipdeckA7": "How am I supposed to get home now?", + "quipdeckA8": "I don’t want to be a victim!", + "quipdeckA9": "I think someone just passed over my grave.", + "quipdeckA10": "I wasn’t even supposed to be here!", + "quipdeckA11": "I wish I was dead.", + "quipdeckA12": "If I never see that again, it’ll be too soon.", + "quipdeckA13": "It made my skin crawl.", + "quipdeckA14": "Let me out! It’s too horrible in here!", + "quipdeckA15": "Let’s split up. The faster we go, the better off we’ll be.", + "quipdeckA16": "My face! My beautiful face!", + "quipdeckA17": "Nobody is going to help us!", + "quipdeckA18": "Stop! Don’t let them in!", + "quipdeckA19": "The horror! The horror!", + "quipdeckA20": "There’s something evil about this place.", + "quipdeckA21": "This is real. Real, I tell you!", + "quipdeckA22": "We’ll all go to hell!", + "quipdeckA23": "We’re all doomed. Doomed!", + "quipdeckA24": "We’re in the middle of nowhere.", + "quipdeckA25": "We’re surrounded! There’s nowhere to run!", + "quipdeckA26": "What the hell did I just see?", + "quipdeckA27": "Why do they hate you so much?", + "quipdeckA28": "Why is this happening to me of all people?", + "quipdeckA29": "You are the last person I expected to see.", + "quipdeckA30": "You won’t take me! I’ll die first!", + "quipdeckB": "Hunter Quip", + "quipdeckB1": "Bullets are useless, you fool!", + "quipdeckB2": "Fire cleanses all.", + "quipdeckB3": "Get behind me, spawn of Satan!", + "quipdeckB4": "I have my cross, my bible, and my secret weapon.", + "quipdeckB5": "I offer you a choice: repent or perish!", + "quipdeckB6": "I recommend absolute destruction of this thing.", + "quipdeckB7": "I shan’t invite you in.", + "quipdeckB8": "I sign my name in silver.", + "quipdeckB9": "I work somewhere between justice and vengeance.", + "quipdeckB10": "I’ll send you back to hell!", + "quipdeckB11": "I’m used to being alone.", + "quipdeckB12": "If you want them, you’ll have to go through me.", + "quipdeckB13": "It’s time you made your peace with God Almighty.", + "quipdeckB14": "No! Don’t say it!", + "quipdeckB15": "Stop, lord of corruption!", + "quipdeckB16": "Take your teeth out of me!", + "quipdeckB17": "Taste cold steel, foul beast!", + "quipdeckB18": "The horror is real, and very close.", + "quipdeckB19": "The next scream you hear will be your own.", + "quipdeckB20": "There is nothing you can do to prepare yourself.", + "quipdeckB21": "They are spying on us. Watching. Waiting.", + "quipdeckB22": "This is a struggle to the death against the forces of evil.", + "quipdeckB23": "Those are real weapons!", + "quipdeckB24": "True terror is a soft, sensuous caress.", + "quipdeckB25": "Very well, then. A duel to the death!", + "quipdeckB26": "We call them the undead.", + "quipdeckB27": "You are nothing more than a hideous, murdering monster!", + "quipdeckB28": "You have killed and will kill again.", + "quipdeckB29": "You! You are the evil master!", + "quipdeckB30": "You’ve got blood on your lips.", + "quipdeckC": "Mystic Quip", + "quipdeckC1": "All your secrets will be mine.", + "quipdeckC2": "Back, spawn of evil and darkness!", + "quipdeckC3": "Father of the Holy Cross, be with us now!", + "quipdeckC4": "Feel your body. It’s cold.", + "quipdeckC5": "Have mercy on this poor, unfortunate creature!", + "quipdeckC6": "I always believed human sacrifice had died out.", + "quipdeckC7": "I call upon you to witness your destruction.", + "quipdeckC8": "I have been sent dreams of evil!", + "quipdeckC9": "I might be in love with a monster.", + "quipdeckC10": "I will not meddle in the black arts, do you understand?", + "quipdeckC11": "It happened centuries ago.", + "quipdeckC12": "It’s an orgy of horror!", + "quipdeckC13": "It’s nearly the witching hour.", + "quipdeckC14": "Next time, bury them deeper.", + "quipdeckC15": "Remember: they like to take you by surprise.", + "quipdeckC16": "Satan has no hold on me!", + "quipdeckC17": "Satan has sent me this test!", + "quipdeckC18": "The devil in disguise!", + "quipdeckC19": "The gods cannot resist my thrust into their domain!", + "quipdeckC20": "There is a higher authority at work here!", + "quipdeckC21": "They only want to serve their master.", + "quipdeckC22": "They rise from the grave to kill.", + "quipdeckC23": "This is the devil’s work!", + "quipdeckC24": "This is the most unnatural kind of death.", + "quipdeckC25": "We all have our cross to bear.", + "quipdeckC26": "What bizarre secret threatens us?", + "quipdeckC27": "What foul sorcery is this?", + "quipdeckC28": "You call that a scream?", + "quipdeckC29": "You have great gifts, great power. You must use them well.", + "quipdeckC30": "You’re not to blame. Your fate was already written.", + "quipdeckD": "Professor Quip", + "quipdeckD1": "A machine programmed to destroy.", + "quipdeckD2": "Am I willing to pay the price?", + "quipdeckD3": "Behind this sweet mask of purity, there exists a twisted mind.", + "quipdeckD4": "But what would cause such a change?", + "quipdeckD5": "Do you believe in evil?", + "quipdeckD6": "Does pride justify the means?", + "quipdeckD7": "He was scared to death!", + "quipdeckD8": "How do you know what you’re saying is true?", + "quipdeckD9": "I seek only the truth, no matter where it takes me.", + "quipdeckD10": "If only we could reverse the polarity!", + "quipdeckD11": "It’s alive! Alive!", + "quipdeckD12": "My theory is nearly complete!", + "quipdeckD13": "Nonsense! Twaddle! This is no answer!", + "quipdeckD14": "Note the difference between these specimens.", + "quipdeckD15": "Nothing, nothing seems to work against this evil!", + "quipdeckD16": "The quest for knowledge goes long into the night.", + "quipdeckD17": "There are many things even those of learning don’t understand.", + "quipdeckD18": "There are thousands of them. Everywhere!", + "quipdeckD19": "These are tools of superstition and fantasy.", + "quipdeckD20": "They died in some way as yet unknown to science.", + "quipdeckD21": "They’re not who you knew anymore. Your friend is already dead.", + "quipdeckD22": "This abomination violates all natural laws!", + "quipdeckD23": "This is something between progress and the unthinkable.", + "quipdeckD24": "Watch out! It’s overheating!", + "quipdeckD25": "We are being driven to new excesses of madness!", + "quipdeckD26": "We cannot violate the mystery of death!", + "quipdeckD27": "Well, don’t just stand there. Do something!", + "quipdeckD28": "Where did you get this substance?", + "quipdeckD29": "Will this horror never end?", + "quipdeckD30": "You’ll only feel a small pinch.", + "quipdeckE": "Raconteur Quip", + "quipdeckE1": "All that’s been left behind is a suicide note.", + "quipdeckE2": "An act of bloodshed was committed here.", + "quipdeckE3": "I don’t have any idea how this happened.", + "quipdeckE4": "I have evidence of your depraved deeds.", + "quipdeckE5": "I hope we can grab them the next time they try to kill you.", + "quipdeckE6": "I just need a few more pieces of the puzzle.", + "quipdeckE7": "I must show you what terror lurks beyond!", + "quipdeckE8": "I need a drink.", + "quipdeckE9": "It must be blood!", + "quipdeckE10": "Just another move in a deadly game of cat and mouse.", + "quipdeckE11": "Needs must when the devil drives!", + "quipdeckE12": "Nothing! Useless! These papers are rubbish!", + "quipdeckE13": "Perhaps this is the clue that leads me to my doom.", + "quipdeckE14": "Seek out the evil that lurks in the night!", + "quipdeckE15": "Someone is performing human experiments!", + "quipdeckE16": "That’s a lie!", + "quipdeckE17": "There’s your proof — the proof of your own eyes.", + "quipdeckE18": "They always come back to the scene.", + "quipdeckE19": "They were barbarously murdered in the middle of the night.", + "quipdeckE20": "They’re as hard as a rock.", + "quipdeckE21": "This person is dead!", + "quipdeckE22": "Wait until they hear about this down at a social club.", + "quipdeckE23": "We are trapped in a conspiracy of silence.", + "quipdeckE24": "We just witnessed a murder!", + "quipdeckE25": "We’re looking at a bizarre series of ritualistic mutilations.", + "quipdeckE26": "What a grisly gallery of corpses!", + "quipdeckE27": "What you must understand is that they are already dead.", + "quipdeckE28": "Where were you at the time of the murder?", + "quipdeckE29": "Who fired the gun?", + "quipdeckE30": "You’re hiding something from me. I know it!", + "drawacinematic": "Draw
A
Cinematic!", + "cinematicname1": "AS YOU KNOW, BOB", + "cinematiccost1": "Cost: 1 Rewrite", + "cinematictext1": "Often, characters possess knowledge about a situation — facts about their town, local customs, an important anniversary — which the audience doesn’t share. This leads to clunky, stilted dialogue where two or more characters tell each other things they really already ought to know, and it’s played completely straight.
A Player with this Cinematic can introduce a fact by having her character announce, “As you know...” to another Player character in the scene, gaining a +1 Enhancement for future use. This may be something about the setting or a Director-controlled character: As you know, everyone in town says the architect who designed this building riddled it with hidden nooks to spy from; or reveal something about an upcoming event: As you know, Friday’s the full moon and the start of the town’s harvest festival.
Alternatively, she may introduce a minor fact about whatever is haunting the party, as long as it doesn’t contradict anything already-established: As you know, the hauntings started thirty years ago when the Smythe family moved into town. The Director has the final say over how the facts are implemented.", + "cinematicname2": "CHEAP SET", + "cinematiccost2": "Cost: 2 Rewrites", + "cinematictext2": "By invoking this Cinematic, the Player calls upon an object or piece of the set to break or fail. Metal bars on the windows bend like the painted rubber they truly are. A glass windshield shatters with one blow. Alternatively, the Player may target an item in someone else’s hands to fail instead. The head of the killer’s axe breaks off, spinning uselessly away. The floor collapses beneath him, dropping him into the basement.
The character of the Player activating Cheap Set must be present in the scene, but anyone else with them may take advantage of its effects. Once the item has been established, any character — ally or enemy — can break the object, use its fragility as a +2 Enhancement, or impose a +2 Complication on the person closest to it.
At any point, the Director can add a Rewrite to the Writer’s Pool to declare an item or set-piece as not cheap, and render it immune to this Cinematic. If the Director does this in response to a Player invoking Cheap Set, she adds two Rewrites to the Pool.", + "cinematicname3": "COSTUME CHANGE", + "cinematiccost3": "Cost: 2 Rewrites", + "cinematictext3": "The villain’s minions are gathering, and they vastly outnumber the heroes trying to stop their evil ritual. A pack of mindless drones swarms outside the monster’s lair, creating a physical barrier full of claws and teeth between their master and the world. The only way through? To pretend to be one of them.
A Player with this Cinematic can call for a costume change, putting the characters in the same clothing the villain’s minions are garbed in, or in a version of the monsters’ effects makeup they’re emulating. The Players must describe how their characters went about this. Did they ambush some lone cult members, knock them out and steal their ritual robes? Did they tear their clothing, rub dirt and leaves in their hair, and practice their deadeyed shambling?
The characters automatically succeed at completing the disguise, and the scene immediately picks up with the characters moving among the cultists. While moving through the masses, they must make an effort to blend in with the crowd, chanting along with the cultists, bumping mindlessly into other zombies, etc. Breaking character might attract unwanted attention and blow their cover, ending the Cinematic.
The Director may add a Rewrite to the Pool to add a Complication (the cultists have a secret handshake), or two Rewrites to impose a Condition (one of the zombies catches the scent of fresh human blood from an Injured character’s wound).", + "cinematicname4": "DANGEROUS LIAISONS", + "cinematiccost4": "Cost: 1 Rewrite", + "cinematictext4": "Sure, there’s a killer after the characters, and their friends are dropping like flies, but the scriptwriter jammed a romantic subplot into the story, so what can you do? Maybe love (or at least the making thereof ) really does conquer all ... at least temporarily. Using this Cinematic allows a Player to change the tenor of a scene from horrifying to romantic, or give it an erotic slant. Any danger the participating characters were in is temporarily alleviated, and the next scene those characters appear in, they begin somewhere safe.
The Players should discuss and agree upon any Attitude shifts that may occur between or among their characters as a result of this scene.
ALTERNATE USE
The Player’s character targets a non-Player character to flirt with or seduce. Using this Cinematic grants that character a +1 Enhancement or imposes a Complication on their target on rolls related to their actions. Discuss with the Director what the character is trying to accomplish with their wiles, and determine how their target reacts. For example, a deputy flustered by the Raconteur’s charming patter gives away more information than she intended about the recent spate of murders. The Crimson Masque’s minion, locked in a passionate embrace with the Hunter, doesn’t notice her plucking the keys to the cellar from his belt.", + "cinematicname5": "DELETED SCENE", + "cinematiccost5": "Cost: 3 Rewrites", + "cinematictext5": "Invoking this Cinematic allows a Player to insert a Deleted Scene into the story. Some or all of the characters who were present in an already-completed scene expand upon it to introduce something new: additional information, setup for a future advantage, or an Enhancement for an action. Any character who was present in that scene may use this Cinematic, even if their original role in it was small.
The Deleted Scene’s length is up to the Player. It may be as long as the original scene itself, provide a few new lines of dialogue, or even encompass one brief action. The Player should mention the reason the scene was ultimately cut from the film — whether a last-minute change to the ending rendered the actions moot, or it was cut for time, or the director wasn’t happy with any of the takes and had to move on.
A character may take any actions they like within a Deleted Scene. They can move objects around, read a report left unattended on the sheriff’s desk, or make a phone call home to say goodbye in case anything should happen to them. As long as it doesn’t contradict any of the scenes that have thus far followed it, anything goes.
If something in the Deleted Scene does threaten to break continuity, the Director may ask the Player how they’d reconcile the differences. If the Player doesn’t have a solution, the Director can choose one of her own.", + "cinematicname6": "DEUS EX MACHINA", + "cinematiccost6": "Cost: 3 Rewrites", + "cinematictext6": "The situation seems impossible, the characters are under fire, and there’s no way out. Suddenly, the unexpected happens, and the day is saved. The deus ex machina is a narrative device that solves a seemingly impossible situation quite suddenly and not necessarily in keeping with anything else that’s happened thus far. The event always advances the plot, and sometimes introduces a new plot element that the characters must deal with right away.
A Player can call for this Cinematic to get herself out of a situation that she just can’t see a way through. A Director controlled character arrives, or an event happens that suddenly solves the situation. Depending on what shows up, the characters may get an advance in the plot as well as getting out of whatever tricky situation they were in
When a Player chooses this Cinematic, all the Players decide together what form the deus ex machina takes, and how it resolves. Whatever form it takes, antagonists go away, characters on the brink of death are saved, and tricky situations are cleaned up. Use of this Cinematic doesn’t end the scene, after the situation resolves, the Director decides what new trouble awaits the characters on the other side.
EXPOSITION
The deus ex machina may come in the form of exposition. The characters gain all the information they would need to solve a puzzle, resolve a mystery, or find an antagonist. Someone came along and gave them all the clues they needed, and now they can move forward.
SAVIOR
A Director controlled character arrives and solves the problem for the characters. This person is an ally, and someone the characters have never met before. When a savior shows up, she presents a solution to the current scene or situation, but she comes with a new plot twist or mystery for the characters to solve. Sometimes the savior is a mysterious stranger, and now the characters must figure out who she is. Other times, she is an unexpected ally or someone from the background and she presents a new problem for the characters to solve.
SURREPTITIOUS EVENT
If the Player does not want a person or clues, she may declare that an event occurs that solves the problem with no strings attached. A villain’s coach may suddenly fall off the side of a cliff during a chase. Or the warehouse full of damning evidence against the characters suddenly explodes.", + "cinematicname7": "DRAMATIC METEOROLOGY", + "cinematiccost7": "Cost: 1 Rewrite", + "cinematictext7": "Driving rain and howling winds herald the characters’ arrival at the creepy manor. A deafening crack of thunder and a single brilliant bolt of lightning illuminate a horrific tableau in a terrifying flash. Waves pound against a midnight shore, drowning out the victim’s cries for help.
Weather is an effective setting element, informing the scene’s mood. Films often use it to ratchet up tension or evoke emotion, prompting the audience to feel sad when the rain pours down on a funeral, or granting them the relief of a beautiful sunrise after surviving a night of terror.
A Player using this Cinematic narrates what the weather is doing at that particular moment: maybe the rain is drumming so loudly on the hovel’s roof it’s hard to hear yourself think, or a sudden gust of wind blows the floor-to-ceiling curtains in an empty room. She uses this to set the Atmosphere for a Drama! action (see p. XX), declaring whether it’s positive or negative.
ALTERNATE USE
The Player may create a weather-induced +1 Enhancement for her character, such as thunder covering the sound of a squealing hinge as she flees from the killer, or the sluicing rain washing the blood from her eyes so she can aim her gun. She may instead use it to impose a Complication against an enemy. A well-timed lightning strike fells a tree between the character and the monster, or a patch of ice slows his pursuit.", + "cinematicname8": "EVERYBODY LOVES THE UNDERDOG", + "cinematiccost8": "Cost: 2 Rewrites", + "cinematictext8": "There’s something about someone who is wildly underprepared for a situation — outclassed, outgunned, and out of time — that people just love to root for. The underdog is someone who under any normal circumstances should not and could not win against a greater foe. The underdog is David against the Goliath, Jack against the Giant, and that one sports team that had never won before going on to take the trophy.
When a Player chooses this Cinematic, the characters become the underdogs in the story, and doing so increases the stakes and the risks, but also increases the rewards. Everyone loves to see the underdog succeed, so when the characters inevitably do so, they rake in all that good cheer.
A Player may declare this Cinematic in any scene in which the characters are facing off against Director controlled characters. The characters are now the underdogs, outclassed or outnumbered by the characters in the situation. This doesn’t make the Director’s characters any more powerful. Instead, when the characters defeat the threat, they each gain an additional Experience point. If during the scene any character is in danger of a Death Scene, she becomes immune to further damage until the scene’s end.", + "cinematicname9": "FRAME STORY", + "cinematiccost9": "Cost: 1 Rewrite", + "cinematictext9": "The frame story — a narrative device that nestles one tale or set of tales within a larger story — was a popular structure for films of this era. It lent itself well to anthology-style movies, tying unrelated short stories together via an (often thin) overarching plot. Between segments, the host offered up a moral to the story and set the scene for the next. Actors frequently took on multiple roles in those stories, appearing both in the meta-arc and across a variety of characters in the individual tales.
Using this Cinematic, the Player cuts the action over to the meta-narrative to state a lesson or mention an insight the character has picked up from the stories so far. Perhaps she’s learned to trust her instincts, or that nothing good ever lurks behind a particular door. The Player chooses a temporary Trademark based on what she’s learned. When the scene-in-progress resumes, count the Trademark as invoked, and as though the Player succeeded on a related action roll. The Player may therefore take Directorial Control at an appropriate moment during the scene.
ALTERNATE USE
Even if a character’s role is vastly different from one segment of the story to the next, echoes of the lessons they and their companions have learned remain. A Player with this Cinematic may reach back into an earlier chapter of the frame story and borrow a Trope from any of the characters’ prior incarnations for the rest of the scene, even if the current character’s backstory doesn’t match up. A suburban homemaker becomes a crack shot as the werewolf advances on him, or a character out-of-his depth in a conversation makes a stunning logical leap.", + "cinematicname10": "HELPFUL HAUNTS
(HAUNTED CHARACTERS ONLY)", + "cinematiccost10": "Cost: 1 Rewrite", + "cinematictext10": "Once, the creature before you was human. He had a home, a job, a family, all the mundane problems anyone in this town has, and the same blissful ignorance about the monsters in your midst. Then fate put him in evil’s path, and now your neighbor does the devil’s bidding.
But some spark of humanity remains within, the fading remnant of who he used to be. He has the strength for one last, heroic act before he’s lost entirely.
When their Player uses this Cinematic, a Haunted character brings that spark of humanity to the fore in one of the monster’s minions. She might resemble his daughter, or have exchanged some pleasantries with him when she first came into town. Maybe helping the heroes is his final act of defiance against a cruel and uncaring master. Whatever his role, the Helpful Haunt isn’t long for this world.
If no minions have yet been spotted, the Player invents this lone lackey for the scene and offers a brief description of them for the group. The description should include not only what the character is doing to aid them, but who they once were, how they fell under the villain’s thrall, and why they’re helping the characters now.
Following are some types of roles such Helpful Haunts might play, though Players and Directors are encouraged to create others as appropriate:
I ONCE WAS ONE OF YOU
It’s too late for the minion, but not for the heroes. Though instinct tells him to attack the characters, he rallies and resists, helping them instead. While temporarily free of his master’s hold, he may free them from a cell in a castle dungeon, attack his fellow minions, or slip a weapon into the Haunted character’s hands.
DUPE
Not all Helpers offer aid intentionally; often they’re lured or tricked into doing the characters’ bidding. A nimble party member might act as bait to lure a drone away from his post, or throw a rock in the opposite direction to send the zombie shambling in search of the noise’s source. These characters are potential information sources as well, spilling their master’s beans and revealing a key aspect of their diabolical plans.
THE OTHERWORLDLY GUIDE
Unfinished business — or the need to be avenged — can pierce the veil. The ghost of a previous victim appears and points the Haunted character to a hidden exit, toward an item of power their murderer wields, or to some other significant object in the scene. For games with less of a supernatural bent, the ghost might be replaced by a victim who everyone believed dead already, rousing himself to point to the murderer’s hiding place before succumbing to his fatal wounds. Or, if they’ve truly already expired, they may have written one last message in their own blood, or died with one hand outstretched toward the object the characters need to see.", + "cinematicname11": "I KNOW HIM", + "cinematiccost11": "Cost: 1 Rewrite", + "cinematictext11": "Some actors are simply everywhere, taking roles in dozens of films in a short span of time. It’s easy to feel a sense of déjà vu when they appear on the screen, and sometimes their parts seem to blend together. This Cinematic allows the Player to reintroduce a supporting character who appeared in a previous story or who played an earlier role in the current story.
If the supporting character was killed in their previous appearance, this may instead be a sibling, cousin, or child who bears an uncanny family resemblance to their relative.", + "cinematicname12": "I’M A SERIOUS ACTOR", + "cinematiccost12": "Cost: 1 Rewrite", + "cinematictext12": "No one’s really sure why the award-winning actor took this role, but he’s on set and fully committed to his part. He believes one should put the same effort into one’s performance whether they are reciting Shakespeare or churning out a slasher flick. He’s chewing the scenery in every shot, and the director’s loving every second of it. Every conversation is an opportunity for a perfectly-delivered line, a piercing gaze, or a sweeping gesture ...sometimes all three.
When a Player activates this Cinematic, she describes how her character is using their more illustrious acting chops to elevate this film. She may give a rousing speech to an angry mob, make a plea to the villain’s humanity, or enter into a battle of wits with THE DEVIL HIMSELF. The Player treats her character’s dots in Social Skills as two higher than their current value for the remainder of the scene.", + "cinematicname13": "IMPROVISED WEAPON", + "cinematiccost13": "Cost: 1 Rewrite", + "cinematictext13": "It’s not just Chekhov’s gun that might go off in a scene, but whatever the director and propmaster think will make for a good, gory shot: farm tools, an urn, a telephone with its heavy base. Usually, the camera lingers on it just long enough to clue the audience into its imminent use, though just how it will factor into events remains to be seen.
The Player with this Cinematic chooses an object present in the scene at the start of a fight. If one of the characters uses it during a battle, they gain a +1 Enhancement to add to a successful roll. Items that were declared as part of the Cheap Set Cinematic can’t be used as Improvised Weapons.
For 2 Rewrites, the weapon also happens to contain a substance harmful or repellent to the monster: the urn is shot through with silver, or a table leg has a cross etched onto it, etc.", + "cinematicname14": "MUSICAL MONTAGE", + "cinematiccost14": "Cost: 2 Rewrites", + "cinematictext14": "As the characters prepare for a dramatic confrontation, the music swells over shots of the days and hours leading up to it: a handful of villagers fortify the inn against the coming night; the Hunter shows his companions the proper way to swing a stake or fashion silver bullets; invitees dress for a masquerade ball.
The Player with the Montage Cinematic picks an era-appropriate song and narrates exactly what happens for up to 20 seconds. At the end, any characters working on an extended action that was part of the Montage automatically succeed at the first Milestone roll, and may remove one Complication from another.", + "cinematicname15": "OFF THE CUTTING ROOM FLOOR", + "cinematiccost15": "Cost: 2 Rewrites", + "cinematictext15": "The studio spent a lot of money on the ghost’s effects for one movie, but the footage didn’t make the final cut. It’d be a shame and a waste of money never to use it, and would you look at that? This new script also has a misty specter ascending a moonlight staircase. Who’s going to notice it’s a staircase in a different house? They’ll all be looking at the ghost.
When her roll fails, the Player with this Cinematic narrates an event that was filmed for another movie, and slots it into the current scene, turning the failed roll into a successful one. A sudden fire in a guest room distracts the mansion’s murderous host just before he can swing his cleaver. A strange animal roams the streets and causes panic, letting the characters use the fleeing crowd as cover. The details of the inserted scene should be just a little off from what the characters have thus far encountered. That bedroom doesn’t make sense with the house’s layout, or the game is set in London, but those are definitely Parisian streets the animal’s rampaging down.
The Cinematic only meets the action’s Difficulty. It doesn’t buy off Complications or grant extra successes for Stunts or Enhancements. When played after a botch, the Director may introduce an additional +1 Complication
If the Player is able to narrate a scene that could plausibly have been cut from a previous game the Director ran, she only pays 1 Rewrite.", + "cinematicname16": "SAME SET, DIFFERENT MOVIE", + "cinematiccost16": "Cost: 1 Rewrite", + "cinematictext16": "Sets get reused from film to film, and the same streets and looming manor house appear in establishing shots across the era’s movies. It lends to a surreal sense of familiarity, as different characters move through the same spaces you’ve seen other actors traverse before them.
The Player using this Cinematic declares that this piece of the set was used for another movie. Characters in this scene can take advantage of the old set’s secrets, even though they’re not sure how they know about them. They may slip into a secret alcove, discover a secret drawer in a decorative table; or pull on the same fake candelabra that controls the revolving bookshelf.
ALTERNATE USE
When telling a story in They Came from Beyond the Grave!’s two time periods, the Player may instead declare that the set is the same as its Victorian/1970s counterpart, just decorated for the appropriate era. It has the same layout, but different props ... except for the ones the props department accidentally left behind or stashed away when they switched it over. The Player may name an item that was present in the game’s other era but doesn’t appear in the current scene. Perhaps it hasn’t been invented yet, or would have been broken, sold, or otherwise removed in the intervening years.
The character discovers that item when the action resumes, even if it’s an anachronism. She may have a 1970s handgun in Victorian England, or conversely, may find her Victorian ancestor’s monster-hunting kit in pristine condition, a hundred years after it was thought lost.
The Director has the final say on which futuristic items can be used in the past. For example, the characters may decide to find a telephone on the desk in 1850, but they’re not going to be able to use it to make a call — the infrastructure doesn’t exist yet. Unless they have a creative idea of what to do with it, the Director might want to suggest they choose something else.", + "cinematicname17": "SCENE MISSING", + "cinematiccost17": "Cost: 3 Rewrites", + "cinematictext17": "Missing scenes and reels are frequent headaches for films of this era. Footage may have been damaged or destroyed in a studio fire. A reel could have gone missing in a move, been stolen by an unhappy crew member, or even been removed by the director herself. Fans may piece together what happened during the missing scene via archive photos from the set or copies of the script, but the original vision, and any changes made to the script during filming, are lost. (Sometimes, the missing reel shows up in a dusty warehouse decades later, or goes up for auction as part of a collector’s estate, but those instances are few and far between.)
When a Player activates this Cinematic, he declares, “Scene missing — apologies from the studio.” The Director must immediately begin narrating a new scene, putting some temporal distance between the missing scene and the start of the action. He shouldn’t refer directly to what might have happened in the lost footage.
The Scene Missing Cinematic allows Players to immediately get out of whatever situation their characters found themselves in. Any characters in that scene exit it unharmed, and no one may be injured or killed in the missing reel. The Director places the characters somewhere else for the start of the new scene, and may not put them in immediate peril.
However, anything else that transpired between the missing scene and the start of the next is up to the Director to decide. The Director may move or remove objects. He can declare that whatever happened during the missing scene harmed the characters’ reputations, or got a supporting character hurt. Perhaps the monster they had captive escaped, or a cultist got wind of their plans and warned her master. Playing this Cinematic is a gamble; the Director can use the opportunity to create new problems for the characters, or make already-precarious situations worse.
What occurred during the missing scene shouldn’t be definitively stated. Players and their characters may talk about what happened up until the scene cut off, but anything they did to thwart certain doom should only be referred to in vague terms, rumors, and side references.", + "cinematicname18": "SET DRESSER", + "cinematiccost18": "Cost: 1 Rewrite", + "cinematictext18": "Filming on location is expensive. Not only does the studio have to pay for the actors and crew to stay somewhere nearby and transport them to and from the scenic setting, no one has control over the weather. No one can brew up a violent thunderstorm on cue. It’s much easier — and cheaper — to paint a backdrop and produce weather effects in the studio.
A Player using the Set Dresser Cinematic can control the weather, at least partially. She describes how the painted background falls away to reveal a less inhospitable environment or climate, alleviating the characters’ travel woes. She may bring an end to a sudden storm, or declare the party’s carriage to have successfully traversed the twisty cliff roads leading to the castle. Any Complications or Conditions imposed by the environment are bought off or end immediately.", + "cinematicname19": "SLEEPWALKING THROUGH", + "cinematiccost19": "Cost: 2 Rewrites", + "cinematictext19": "This is a terrible movie. The actors know it, the crew knows it, even the director knows it. The studio certainly knows it, because the budget is string-thin. Once filming wraps here, everyone can move on to bigger and better gigs. It’s a paycheck, sure, but nobody’s getting paid enough to put in a whole lot of effort ... and it shows.
This Cinematic allows the Player to lower an opponent’s Scale by 1 rank or reduce a mob’s Enhancement bonus by half for the rest of the scene. Punches a monster would normally shrug off send it staggering away in pain. Members of the mob aren’t so much angry as they are mildly annoyed, making them quick to disperse.", + "cinematicname20": "SMALL SET", + "cinematiccost20": "Cost: 1 Rewrite", + "cinematictext20": "When working with a tiny budget for a movie, producers get creative in what they can procure and how they create their sets. A small set ends up being cheap, but everyone must do that much more work to change out scenes and redecorate the space. Sometimes wildly different scenes share the space, or everything is in one space, and the outside is only an illusion. When a set is small, generally an entire scene is encompassed in a single room. Outside those walls is beyond the set, maybe a whole another movie, or nothing at all.
A Player may declare this Cinematic to control the space she’s in declaring certain doors as inaccessible or creating a door where there was none. She can declare a nearby wall is actually a painted-over door she can use to escape a space. She can also prevent a Director controlled character from leaving the room or escaping the scene. When they open a door to leave, there’s just a brick wall behind it. Or jumping out a window lands them in the same room, just on the other side of the drapery painted to look like a wall.
Alternatively, a Player may choose to use the Cinematic to move to a different location.
DIFFERENT LOCATION
The Player may declare that the set is used for multiple scenes in different locations. By moving a piece of furniture, opening a door into another space, or walking a few feet to the left, the characters move to a strikingly similar space in a completely different location. If it is an inside location, then it looks the same, the characters just moved between locations. If it is an outside location, the backdrop for the space may change, or a prop may delineate the location shift as the characters move past it.", + "cinematicname21": "SO MUCH BLOOD", + "cinematiccost21": "Cost: 2 Rewrites", + "cinematictext21": "No one could lose that much blood and survive ... right?
This Cinematic allows the Player to have his character fake his own death. He may be covered in someone else’s blood, have an injury that looks much worse than it is, or appear to fall from a great height. Whatever method he chooses, he lays still and holds his breath, and the killer ultimately moves on, allowing the character to safely exit the scene.
The Player and the Director should work out whether the other characters know their friend was faking, and present a dramatically fitting moment for them to rejoin their fellows — or strike at the killer in a stunning reveal.
ALTERNATE USE
The Player may instead choose to kill an opponent with explosively swift violence. All attacks the character makes against this opponent gain the Deadly damage tag (p. XX) and increase the damage rating of the character’s weapons by 1. This opponent should be a supporting character: a copycat killer, a cultist, a neighbor-turned-monster, but may not be the main villain himself. The violence of the act may make the monster — or other characters — re-evaluate their impressions of the character’s capabilities.", + "cinematicname22": "SOURCE MATERIAL", + "cinematiccost22": "Cost: 2 Rewrites", + "cinematictext22": "Everyone’s retelling the classics. Sure, every screenwriter and director puts their own spin on the twists and turns, but after a while, things can get a little ... predictable.
A Player with the Source Material Cinematic may dictate what happens in the scene immediately following based on events that happened in a similar movie. The Player can’t narrate the whole plot’s outcome — there’s no jumping straight to the moment the fiend falls to his death, or the hero shoots the werewolf with a silver bullet. But she can call for a mysterious figure to enter the pub, or a poltergeist breaking mirrors in another room.", + "cinematicname23": "SUMMON THE STUNTMAN", + "cinematiccost23": "Cost: 2 Rewrites", + "cinematictext23": "When a character is physically incapable of completing a task, his Player may use the Summon the Stuntman Cinematic to take actions for him instead. All physical rolls the stuntperson performs are automatic successes, though the Player may attempt to roll if he’d like, adding five dice to all physical rolls.
The stuntperson acts for the character for a time, usually no longer than the current scene. They can suffer terrible injuries, but their health status reduces the number of dice they have to roll, rather than increasing it (see Injuries, p. XX). At the Just a Flesh Wound Level, subtract one die from the roll. At That’ll Leave a Scar and Last-Ditch Effort, subtract two dice from the roll. A Player whose stuntperson reaches the Don’t Forget Me Level subtracts three dice from the roll; upon its completion, the stuntperson relinquishes the spotlight to the main actor.
No wounds or damage the stuntperson takes affect the character, allowing them to appear far less hindered in the next scene than the injuries they took would suggest. The Director declares when it’s time to switch back to the main actor, and pays a Rewrite into the pool at that time.
While a stuntperson can fight off any number of minions, he can’t inflict damage on important targets: the stars get the closeups once the villain is vanquished, after all. If an important character enters the fray, or the stuntperson fights his way through the mob and comes face-to-face with the monster, the Director pays a Rewrite to force the character to stand up to the horrors himself.
Likewise, if the character using a stunt performer wants her character to participate in any dialogue during a scene, the Cinematic ends and the stunt performer relinquishes the role.", + "cinematicname24": "TERRIBLE CRAFT SERVICES", + "cinematiccost24": "Cost: 1 Rewrite", + "cinematictext24": "An often overlooked, but extremely important part of filming movies is feeding your crew. Craft services provide meals for the entire team, ensuring that everyone is fed during long filming hours. And when the food is bad, everyone suffers. People get sick, they miss their lines, and sometimes filming gets canceled or pushed back as people deal with food-borne illness.
A Player may use this Cinematic to make someone leave a scene due to illness. They must find a way out immediately, or risk being sick right then and there. Either way, they can’t participate in the scene any longer.
ALTERNATE USE: LATE
The food isn’t bad, it is just late. Everyone is inexplicably angry, and their tempers flare. When used in this way, everyone in the scene is quick to anger and more likely to start a fight, but the characters gain 1 Enhancement on all their combat rolls as they take out their frustrations of not being fed on others.", + "cinematicname25": "WAXING POE-ETICAL", + "cinematiccost25": "Cost: 1 Rewrite", + "cinematictext25": "One of Edgar Allan Poe’s most famous horror stories isn’t in prose form at all. “The Raven” invokes a feeling of compounding dread with every stanza.
A Player with this Cinematic begins narrating her character’s actions through rhyme. Each Player takes a turn adding to the poem until they’ve completed the encounter or dissolved into doggerel. While rhyming in this way, add a +1 Enhancement to all rolls for actions described in the poem.
In games set in the 1970s, Players may instead elect to emulate a popular song of the era." +}