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roll20-character-sheets-tester/Monster of the Week/translations/ca.json
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{
"sheet-version": "Versió de la fitxa",
"character-name": "Nom del personatge",
"character-gender": "Gènere",
"playbook": "Quadern",
"playbook-choice": "Quadern",
"character-look": "Aparença",
"select-text": "Per començar tria un quadern",
"stats": "Valors",
"charm": "Encant",
"cool": "Serenitat",
"sharp": "Agudesa",
"tough": "Duresa",
"weird": "Anomalia",
"luck": "Sort",
"luck-description": "Marca una casella de Sort per canviar una tirada a 12 o per evitar tot el mal d’una ferida",
"okay": "Bé",
"doomed": "Maleït/da",
"special": "Especial",
"harm": "Mal",
"dying": "Morint-se",
"unstable": "Inestable",
"experience": "Experiència",
"experience-description": "Quan facis una tirada i treguis 6 o menys, o quan un moviment t’ho digui, marca una casella d’experiència.",
"xp-description": "Quan hagis omplert les cinc caselles d’experiència, puges de nivell. Esborra les marques i tria (i marca) una de les millores de la llista següent.",
"other-moves": "Moviments",
"gear": "Equipament",
"other-gear": "Altre equipament",
"improvements": "Millores",
"improvements-description": "Quan hagis omplert les cinc caselles d’experiència, puges de nivell. Esborra les marques i tria (i marca) una de les millores de la llista següent.",
"max": "màx.",
"another-move": "Agafa un altre moviment del teu quadern.",
"ally": "Guanya un aliat/da",
"playbook-move": "Agafa un altre moviment d'un altre quadern.",
"advanced-improvements": "Quan hagis pujat de nivell cinc cops, estàs qualificat per agafar les millores avançades. Són aquí sota.",
"rating": "a qualsevol valor",
"new-playbook": "Canvia aquest caçador per un nou tipus",
"second-hunter": "Crea un segon caçador per jugar-hi a més d’aquest",
"basic-moves": "Marca dos dels moviments bàsics com a avançats",
"retire": "Retira aquest caçador a un lloc segur",
"erase-luck": "Esborra un punt de Sort usat",
"after-getting-improvement": "Fes servir després d'aconseguir la millora corresponent",
"history": "Història i notes",
"pick-one": "tria un",
"pick-two": "tria dos",
"pick-three": "tria tres",
"moves": "Moviments",
"1-fixed-move": "Obtens això",
"2-fixed-moves": "Obtens aquests dos",
"1-move": "Llavors esculls una d'aquestes opcions",
"2-moves-then": "Llavors esculls dues d'aquestes opcions",
"2-moves": "Escull dues d'aquestes opcions",
"3-moves-then": "Llavors esculls tres d'aquestes opcions",
"3-moves": "Escull tres d'aquestes opcions",
"choose": "escull",
"one": "una",
"two": "dues",
"three": "tres",
"the-chosen": "L'Escollit",
"the-crooked": "El Malfactor",
"the-divine": "El Diví",
"the-expert": "L'Expert",
"the-flake": "El Raret",
"the-initiate": "L'Iniciat",
"the-monstrous": "El Monstruós",
"the-mundane": "El Mundà",
"the-professional": "El Professional",
"the-spellslinger": "El Llançaconjurs",
"the-spooky": "El Sinistre",
"the-wronged": "El Malmès",
"the-gumshoe": "El Detectiu",
"the-hex": "El Maleït",
"the-pararomantic": "El Pararomàntic",
"the-searcher": "El Cercador",
"the-exile": "L'Exiliat",
"the-hardcase": "L'Armari",
"the-luchador": "El Luchador",
"the-meddlingkid": "El Manefla",
"the-sidekick": "El Sequaç",
"the-snoop": "El Tafaner",
"the-summoned": "L'Invocat",
"the-traveler": "El Vaiver",
"the-actionscientist": "El Científic d'Acció",
"the-biggamehunter": "El Caçador de Caça Major",
"the-constructed": "La Construcció",
"the-madscientist": "El Científic Foll",
"custom-playbook": "Personalitzat",
"tome-of-mysteries": "Tom dels Misteris",
"reinforcements": "Reforços",
"Brazilian": "Edició brasilera",
"fan-made": "Fet per fans",
"chosen": "Escollit",
"luck-special-chosen": "Quan gastis un punt de sort, el Guardià traurà el teu destí a joc",
"your-fate": "El teu destí",
"fate-description": "Com vas descobrir el teu destí",
"fate-unfold": "Com es desplegarà el teu destí",
"heroic": "Heròic",
"fate-heroic1": "Sacrifici",
"fate-heroic2": "Ets el Campió",
"fate-heroic3": "Visions",
"fate-heroic4": "Entrenament secret",
"fate-heroic5": "Poders màgics",
"fate-heroic6": "Herència mística",
"fate-heroic7": "Una vida normal",
"fate-heroic8": "Amor verdader",
"fate-heroic9": "Pots salvar el món",
"fate-heroic10": "Al·liats ocults",
"fate-heroic11": "La fi dels monstres",
"fate-heroic12": "Ajuda divina",
"doom": "Destí",
"fate-doom1": "Mort",
"fate-doom2": "No pots salvar a tothom",
"fate-doom3": "Amor impossible",
"fate-doom4": "Errada",
"fate-doom5": "Una némesi",
"fate-doom6": "Sense vida normal",
"fate-doom7": "La pèrdua d'éssers estimats",
"fate-doom8": "Traició",
"fate-doom9": "Dubtes",
"fate-doom10": "Simpatia vers l'enemic",
"fate-doom11": "Condemna",
"fate-doom12": "Ordes de monstres",
"fate-doom13": "La Fi dels Dies",
"fate-doom14": "La font del Mal",
"chosen-fixed1": "Joguina dels fats: A l’inici de cada misteri, tirada +anomalia per veure què se’t revela del teu futur immediat. Amb 10+, el Guardià et revelarà un detall útil sobre el proper misteri. Amb 7-9 n’obtens una pista vaga. Amb un fracàs, alguna cosa dolenta et passarà.",
"chosen-fixed2": "Soc aquí per una raó: Hi ha alguna cosa que estàs destinat a fer. Treballa els detalls amb el Guardià, basant-vos en el teu destí. No pots morir fins que no passi. Si mors en joc, pots gastar un punt de sort. Llavors, d’alguna manera, recuperaràs (o et retorna- ran a) la vida. Un cop assolida la teva tasca (o hagis gastat tota la teva sort), els daus ja estan tirats.",
"chosen-move1": "La gran entrada: Quan facis un entrada vistosa en una situació perillosa, tirada +serenitat. Amb 10+ tothom s’atura per mirar-te i escoltar-te fins que acabes la presentació. Amb 7-9, tries una persona o monstre per aturar, mirar-te i escoltar-te fins que acabis de parlar. Amb un fracàs, tots els enemics pre- sents pensen que ets l’amenaça més gran.",
"chosen-move2": "Devastació: Quan infligeixes mal, fas +1 mal.",
"chosen-move3": "Complidor: Quan el teu destí ensenyi la poteta, i tu actuïs d’acord amb qualsevol de les teves etiquetes de destí (sigui d’heroisme o de fatalitat) llavors marca experiència. Si és una etiqueta d’heroisme, reps +1 proper.",
"chosen-move4": "Invencible: Sempre compta com si portessis 2-armadura. No s’acumula amb una altra protecció.",
"chosen-move5": "Resistent: Et cures més de pressa que la gent normal. Cada vegada que recuperis mal, curaràs un punt extra. A més, les teves ferides compten con 1-mal menys pel que fa a els moviments de mal del Guardià.",
"chosen-gear1": "Tens una vestimenta de protecció d’1-armadura, si la vols.",
"chosen-gear2": "La teva arma especial",
"chosen-special-descrip": "Dissenya la teva arma escollint una forma i tres efectes (que s’afegeixen a les etiquetes base) i un material.",
"form": "Forma",
"chosen-gear3": "vara (1-mal a-mà/a-prop)",
"chosen-gear4": "mànec (2-mal a-mà pesada)",
"chosen-gear5": "empunyadura (1-mal a-mà equilibrada)",
"chosen-gear6": "cadena (1-mal a-mà àrea)",
"business-end": "Efectes",
"chosen-gear7": "artefacte (afegeix l’etiqueta màgica)",
"chosen-gear8": "punxes (+1 mal, afegeix l’etiqueta bruta)",
"chosen-gear9": "fulla (+1 mal)",
"chosen-gear10": "pesada (+1 mal)",
"chosen-gear11": "llarga (afegeix l’etiqueta a-prop)",
"chosen-gear12": "llancívola (afegeix l’etiqueta a-prop)",
"chosen-gear13": "cadena (afegeix l’etiqueta àrea)",
"material": "Material",
"material-desc": "Finalment, escull de quin material està feta l’arma: afegeix l’etiqueta acer, ferro fred, plata, fusta, pedra, os, dents, obsidiana o qualsevol altra cosa que vulguis.",
"chosen-advance1": "Esborra una de les etiquetes de destí, i (opcionalment) una de les d’heroisme.",
"Crooked": "Malfactor",
"luck-special-Crooked": "Quan gastis un punt de sort, algú del teu passat reapareixerà a la teva vida. Ben aviat.",
"background": "Rerefons",
"background-description": "Abans d'esdevenir un caçador, quina feina poc legal tenies?",
"background1": "<b>Pinxo</b>: Pots fer servir duresa en comptes d'encant per <i>manipular algú</i> amençant amb violència.",
"background2": "<b>Espanyaportes</b>: Quan <i>assaltis un lloc segur</i>, tirada +agudesa. Amb un 10+ tria'n tres, amb 7-9 tria'n dues",
"background2.1": "entres sense que et detectin",
"background2.2": "Surts sense que et detectin",
"background2.3": "No ho deixes tot remenat",
"background2.4": "Trobes el que anaves a buscar",
"background3": "<b>Estafador</b>: Quan vulguis <i>manipular algú</i>, pots preguntar al Guardià \"Què pot convèncer aquesta persona perquè faci el que jo vull?\" El Guardià ha de respondre la veritat, però no ha ser tota, necessàriament.",
"background4": "<b>Facilitador</b>: Si <i>necessites comprar o vendre alguna cosa o llogar un servei</i>, tirada +encant. Amb 10+, justament coneixes la persona que hi estará interessada. Amb 7-9, justament coneixes l'única persona que hi estarà interessada, però hi ha una complicació. Tria'n una",
"background4.1": "li'n deus una",
"background4.2": "te'n va fer una",
"background4.3": "li'n vas fer una",
"background4.4": "Amb un fracàs, l'única persona que us pot ajudar és algú que t'odia, completament.",
"background5": "<b>Assassí</b>: Quan ventis el primer cop (o tret) a un objectiu que no ho espera, fas +2 mal.",
"background6": "<b>Xarlatà</b>: Quan <i>vulguis que la gent pensi que estàs fent servir màgia</i>, tirada +serenitat. Amb 10+, el teu públic està bocabadat i l'enganyes amb la teva il·lusió. Amb 7-9, t'equivoques un parell de vegades, potser algú se n'adonarà.",
"background6.1": "També pots <i>manipular algú</i> predient-li el futur. Quan ho facis, tens una pregunta de franc (fins i tot si falles): \"Què desitja ara mateix?\".",
"background7": "<b>Pispa</b>: Quan <i>robis alguna cosa petita</i>, tirada +encant. Amb 10+, ho aconsegueixes i no s'adonen que ho agafes. Amb 7-9 tu tries: no agafes el que volies sinó una altra cosa, o bé més tard et podrà recordar.",
"crooked-move1": "<b>Artefacte</b>: Vas “trobar” un artefacte màgic amb poder útils i te’l vas quedar. Tria’n un",
"crooked-artifact1": "Amulet de protecció (1-armadura màgia recàrrega)",
"crooked-artifact2": "Penjoll de la sort (pot fer-se servir com un punt de <i>sort</i>, només un cop)",
"crooked-artifact3": "Grimori (estudiar el llibre dona +1 proper a <i>fer servir màgia</i>)",
"crooked-artifact4": "Clau d’esquelet (obre màgicament qualsevol pany tancat)",
"crooked-artifact5": "Pedra d’imp (un dimoniet obligat a servir el posseïdor. L’imp ha de ser convocat amb el moviment <i>fer servir màgia</i>)",
"crooked-move2": "<b>Banda</b>: Tens una banda habitual, un grup de tres o quatre persones que t’ajudaran amb gairebé qualsevol cosa. Compten com un <i>equip</i>.",
"crooked-move3": "<b>Pacte amb el Diable</b>: Has venut l’ànima al Diable. Tria una o dues coses per les que has fet el pacte:\nriquesa, fama, joventut, gratificacions sensuals, habilitats (+1 a dos valors). El pagament és durà a terme en un any o en sis mesos (si has agafat dues coses) o bé quan moris.",
"crooked-move4": "<b>Amics a les forces</b>: Coneixes un parell de polis que se’ls pot convèncer de mirar cap a una altra banda, o fer-te un favor, per certa retribució. Pots <i>actuar sota pressió</i> per contactar-hi quan necessitis desviar l’atenció de qualsevol cos de policia. Tindrà un cost, tot i que potser no ara mateix.",
"crooked-move5": "<b>Membre</b>: Ets un iniciat d’una banda criminal. Posa-li nom i descriu-ne les operacions lligades al teu rerefons. Pots avisar els membres de la banda perquè t’ajudin, però esperaran un pagament. Els teus caps\net faran fer alguna cosa de tant en tant, però et pagaran. Deixaran córrer els problemes petits, però val més que no li’n facis cap a un membre mafiós.",
"crooked-move6": "<b>Conductor</b>: Tens un +1 en-curs mentre condueixis, a més pots fer el pont a qualsevol cosa (com més vell sigui menys eines necessites). També tens localitzats a prop dos vehicles fàcils d’aconseguir (potser un\ncotxe esportiu i una furgoneta).",
"crooked-move7": "<b>El meu terreny</b>: La teva banda feia tot el possible per fer que la gent del barri fos feliç –els mantenia estalvis, s’assegurava que tot anés bé. Quan tornes al teu veïnat, sempre trobes gent disposada a amagar-te o ajudar-te amb petits favors, sense preguntes.",
"crooked-move8": "<b>Infame</b>: Tens uns reputació pel teu passat criminal. Quan <i>manipulis algú</i> i revelis qui ets, la teva terrorífica reputació compta com a una raó per fer allò que demanes. Esclar que revelar la teva identitat a algú pot portar problemes més endavant.",
"crooked-weapon": "Armes efectives",
"crooked-gear1": "Revòlver .22 (1-mal a-prop recàrrega petit)",
"crooked-gear2": "Revòlver .38 (2-mal a-prop recàrrega sorollós)",
"crooked-gear3": "Pistola 9mm (2-mal a-prop sorollosa)",
"crooked-gear4": "Escopeta (3-mal a-prop bruta)",
"crooked-gear5": "Fusell de caça (2-mal lluny sorollós)",
"crooked-gear6": "Ganivet gros (1-mal a-mà)",
"crooked-gear7": "Bat de beisbol (1-mal a-mà)",
"crooked-gear8": "Subfusell (2-mal a-prop recàrrega àrea)",
"crooked-gear9": "Fusell d’assalt (3-mal a-prop/lluny àrea)",
"heat": "Amenaça",
"heat-description": "No has arribat fins aquí sense fer-te enemics.",
"pick-heat": "Tria’n dos, com a mínim, i posa noms als implicats",
"heat1": "Un <i>detectiu de policia</i> el seu objectiu personal és engarjolar-te.",
"heat2": "Tens un <i>rival</i> del teu passat, que no perd mai cap oportunitat de fer-te la guitza.",
"heat3": "Vas tocar el collons a un <i>criminal</i> amb bones connexions, , i farà el que calgui per destruir-te.",
"heat4": "és <i>algú</i> amb poders especials, una persona o un monstre, de qui et vas aprofitar.\n",
"heat5": "un <i>antic company</i> a qui vas trair enmig d’una feina.",
"underworld": "Submón",
"underworld-description": "Tria com vas descobrir el submón <i>real</i>.",
"underworld1": "L’objectiu d’una feina era una criatura perillosa. Tria’n una: vampir, home llop, trol, reptiloide.",
"underworld2": "Vas treballar amb algú que era més del que semblava. Tria’n un: fetiller, dimoni, faèric, psíquic.",
"underworld3": "Et va contractar alguna cosa realment estranya. Tria’n una: immortal, déu, foraster, bruixa.",
"underworld4": "Les coses van anar de mal borràs en un feina –incloent-hi, però no només, fugir de (escull-ne una): una horda de follets, uns necròfags famèlics, un menja-somnis, una salamandra.",
"crooked-ally": "un de la teva antiga banda",
"crooked-advance1": "Recuperes un botí dels teus antics temps, prou per viure sense preocupar-se... durant un any o dos",
"Divine": "El Diví",
"luck-special-divine": "Quan gastis un punt de <i>sort</i>, t'assabentes que la teva Missió requereix de quelcom difícil que has de fer. Urgentment.",
"your-mission": "Missió",
"mission-description": "T’han fet venir a la Terra amb un propòsit",
"mission1": "Ets aquí per lluitar contra les maquinacions d’un Adversari.",
"mission2": "La fi dels dies s’acosta. El teu paper és guiar aquests caçadors i evitar que s’esdevingui.",
"mission3": "La fi dels dies s’acosta. El teu paper és guiar aquests caçadors i assegurar-te que s’esdevingui.",
"mission4": "Has estat exiliat. Hauràs de treballar per la causa del Bé sense cridar l’atenció dels teus germans, ja que estan obligats a executar-te pels teus crims.",
"mission5": "Un dels altres caçadors té un paper crucial a jugar en els esdeveniments que s’acosten. L’has de preparar\nper aquest paper i protegir-lo a <i>tot</i> preu.",
"divine-move1": "<b>Un cap de més enllà</b>: <i>A l’inici de cada misteri</i>, tirada +anomalia. Amb 10+, els teus superiors et demanen que facis una cosa senzilla. Amb 7-9, et demanen que facis una cosa complicada o difícil. En qualsevol cas, pots fer-los una de les preguntes del moviment <i>investigar un misteri</i> ara mateix. Amb un fracàs, t’exigeixen fer una cosa terrible. Si no compleixes el que t’han ordenat, no podràs tornar a fer servir aquest moviment fins que esmenis el teu error.",
"divine-move2": "<b>Ales d’àngel</b>: Pots anar instantàniament a qualsevol lloc que ja hagis visitat o amb un persona que coneguis bé. <i>Quan portis una o dues persones amb tu</i>, tirada +anomalia. Amb 10+ tots aneu allà on volies. Amb 7-9, no te’n surts. O bé apareixeu tots en un lloc equivocat, o bé sou tots separats.",
"divine-move3": "<b>El que necessito quan ho necessito</b>: Pots desar qualsevol objecte petit a sobre teu, posant-lo en un espai màgic on ningú no hi pot arribar. Pots recuperar qualsevol cosa desada en qualsevol moment, apareix a la teva mà.",
"divine-move4": "<b>Destrossar</b>: El teu cos i la teva arma divina sempre compten com una debilitat pels monstres amb el que lluites. Els teus atacs sense armes són 2-mal íntim a-mà bruts.",
"divine-move5": "<b>Tranquil·litzar</b>: <i>Quan parles a la gent pocs segons amb veu suau</i>, la calmes, suprimint qualsevol emoció negativa que sentís, com pànic o ira. Mentre puguin sentir la teva veu, funcionarà, fins i tot si allò que els ha fet perdre els estreps encara és present.",
"divine-move6": "<b>Imposar les mans</b>: Pots curar qualsevol malaltia o ferida. Quan <i>imposis les mans en un ferit</i>, tirada +serenitat. Amb 10+, cures 2-mal o una malaltia, a més l’estabilitzes. Amb 7-9, pots curar com a 10+, però ho reps tu. Amb un fracàs, la teva aura provoca mal extra.",
"divine-move7": "<b>Expulsar el Mal</b>: Pots <i>expulsar una criatura de la teva presència</i>. Tirada +duresa. Amb 10+ desapareix. Amb 7-9 l’expulsió triga una mica a tenir efecte, la criatura té temps de fer una o dues accions. En qualsevol cas, la criatura expulsada no rep mal i tu no tens cap control d’on va a parar. Aquest moviment es pot fer servir sobre un <i>caçador no natural</i> (com ara un monstruós). Amb un fracàs, la cosa roman aquí. No és gens bo.",
"divine-weapon": "Arma divina",
"divine-armour": "Armadura divina (1-armadura beneïda). Té una aparença apropiada amb l’origen del teu diví.",
"divine-gear1": "Espasa flamejant (3-mal a-mà foc beneïda)",
"divine-gear2": "Martell de tro (3-mal a-mà estordir beneït)",
"divine-gear3": "Flagell de ganivetes (3-mal a-mà àrea brut beneït)",
"divine-gear4": "Bossa dels cinc dimonis (3-mal a-prop màgica beneïda)",
"divine-gear5": "Trident de plata (3-mal a-mà plata beneïda)",
"Divine-ally": "un ésser diví menor, enviat de dalt per ajudar-te en la teva missió",
"Divine-advance1": "Canvia la teva missió. Tria una missió diferent de les opcions normals, o (amb el consentiment del Guardià) una nova missió de la teva creació.",
"Expert": "L'Expert",
"luck-special-expert": "<i>Quan gastis un punt de sort</i>, descobreixes que alguna cosa que passa ara està relacionada amb quelcom en que estaves ficat anys enrera.",
"expert-weapons": "Armes exterminadores de monstres",
"expert-gear1": "Estaques de fusta i mall (3-mal íntimes lentes fusta)",
"expert-gear2": "Espasa de plata (2-mal a-mà bruta plata)",
"expert-gear3": "Espasa de ferro fred (2-mal a-mà bruta ferro)",
"expert-gear4": "Ganivet beneït (2-mal a-mà beneït)",
"expert-gear5": "Daga màgica (2-mal a-mà màgica)",
"expert-gear6": "Sac juju (1-mal lluny màgica)",
"expert-gear7": "Llançaflames (3-mal a-prop foc pesat volàtil)",
"expert-gear8": "Màgnum (3-mal a-prop recàrrega sorollosa)",
"expert-gear9": "Escopeta (3-mal a-prop bruta sorollosa)",
"expert-move1": "<b>He llegit sobre coses d’aquesta mena</b>: <i>Quan actuïs sota pressió</i> tirada +agudesa en comptes de serenitat.",
"expert-move2": "<b>Solc tenir raó</b>: Quan <i>un caçador et demana consell</i> sobre un problema, dona-li la teva opinió i el teu consell honestament. Si et fa cas, guanya +1 en-curs mentre segueixi el teu consell, i et marques experiència.",
"expert-move3": "<b>Preparació</b>: Quan <i>necessitis alguna cosa rara o inusual</i>, tirada +agudesa. Amb 10+, ho tens aquí i ara. Amb 7-9 ho tens, però no aquí: trigaràs un temps a agafar-ho. Amb un fracàs, saps on és, però és en algun lloc realment dolent.",
"expert-move4": "<b>No era tan dolent com semblava</b>: Un cop per misteri, pots provar de <i>seguir endavant malgrat les ferides</i>. Tirada +serenitat. Amb 10+, cures 2 mal i les teves ferides s’estabilitzen. Amb 7-9 pots o curar 1 mal o bé estabilitzar les ferides. Amb un fracàs, era pitjor del que semblava: el Guardià pot infligir-te un moviment de mal o fer que les teves ferides esdevinguin inestables.",
"expert-move5": "<b>Cop precís</b>. Quan infligeixis mal a un monstre, pots <i>apuntar a un punt feble</i>. Tirada +duresa. Amb 10+ infligeixes +2 mal. Amb 7-9 infligeixes +1 mal. Amb un fracàs, quedes exposat a un monstre que t’ataca.",
"expert-move6": "<b>La dona (o l’home) amb el pla</b>: <i>Al principi de cada misteri</i>, tirada +agudesa. Amb 10+ influència 2, amb 7-9 influència 1. Gasta la influència per ser allà on necessites ser, preparat pel que calgui. Amb un fracàs, el Guardià té influència 1 que pot gastar per fer que estiguis al pitjor lloc possible i sense estar preparat per a res.",
"expert-move7": "<b>Passat fosc</b>: Si <i>furgues en els teus records</i> alguna cosa rellevant per al cas que teniu entre mans, tirada +anomalia. Amb 10+ fes dues preguntes al Guardià de la llista de més avall. Amb 7-9 fes-ne una. Amb un fracàs, pots fer una pregunta igualment, però això vol dir que ets còmplice directe en la creació de la situació amb la que tracteu. ",
"expert-move7.1": "Quan vaig ocupar-me d’aquesta criatura (o d’aquesta mena), què vaig aprendre?",
"expert-move7.2": "Quina màgia negra conec que podria ser útil ara?",
"expert-move7.3": "Conec algú que podria estar darrera això?",
"expert-move7.4": "Qui conec que ens podria ajudar ara mateix?",
"your-haven": "Refugi",
"haven-description": "Has muntat un refugi, un lloc segur on treballar.",
"haven1": "<b>Biblioteca de tradicions</b>. Quan et poses amb els llibres, obtens +1 proper a <i>investigar el misteri</i> (mentre les obres històriques o de referència siguin apropiades).",
"haven2": "<b>Biblioteca mística</b>. Si fas servir els toms i grimoris ocultistes de la teva biblioteca per preparar-te, obtens +1 proper a <i>fer servir màgia</i>.",
"haven3": "<b>Conjurs de protecció</b>. El teu refugi és segur contra els monstres –no poden entrar-hi. Els monstres poden ser capaços de fer alguna cosa especial per eludir les proteccions, però no pas fàcilment.",
"haven4": "<b>Armeria</b>. Tens una reserva d’armes i objectes rars i místics per matar monstres. Si <i>necessites una arma especial</i>, tirada +anomalia. Amb 10+ la tens (i en abundància, si importa). Amb 7-9 en tens, però només el mínim. Amb un fracàs, has agafat una cosa equivocada.",
"haven5": "<b>Infermeria</b>. Pots curar-hi gent, tens lloc perquè s’hi recuperin una o dues persones. El Guardià et dirà la durada estimada de recuperació d’un pacient i si necessitaràs subministres extra o ajuda.",
"haven6": "<b>Taller</b>. Tens un espai per construir i arreglar armes, cotxes o altres aparells. Treballa amb el Guardià quan durarà una reparació o construcció, i si necessitaràs subministres extra o ajuda.",
"haven7": "<b>Tàvega</b>. Aquesta habitació està aïllada per a qualsevol mena de monstres, esperit o màgia que coneguis. Allò que hi guardis no podrà ser trobat, ni podrà fer-hi màgia ni sortir-ne.",
"haven8": "<b>Habitació del pànic</b>. Té els subministres essencials i està protegida per mitjans normals i místics. T’hi pots amagar uns dies, a estalvi de gairebé qualsevol cosa.",
"haven9": "<b>Laboratori màgic</b>. Tens un laboratori místic amb tota mena d’ingredients estrafolaris i estris útils per fer conjurs (com el moviment de <i>fer servir màgia, màgia major</i>, o qualsevol altre moviment màgic).",
"expert-advance1": "Afegeix una opció al teu refugi",
"Flake": "El Raret",
"luck-special-flake": "Quan gastis un punt de <i>sort</i>, tria un aspecte de la situació en que et trobes. El Guardià et dirà quines altres conspiracions es conecten amb aquest aspecte.",
"flake-move1": "<b>Unir els punts</b>: <i>Al principi de cada misteri, si busques patrons amplis</i> dels quals els esdeveniments actuals podrien formar-ne part, tirada +agudesa. Amb 10+ influència 3, amb 7-9 influència 1. Gasta la influència durant el misteri per fer al Guardià una qualsevol d’aquestes preguntes:",
"flake-move1.1": "Està aquesta persona connectada amb els esdeveniments actuals més del que diu?",
"flake-move1.2": "Quan i a on tindrà lloc el següent esdeveniment crític?",
"flake-move1.3": "Què vol el monstre d’aquesta persona?",
"flake-move1.4": "Està connectat a misteris anteriors que hem investigat?",
"flake-move1.5": "Com està connectat aquest misteri amb el quadre complet?",
"flake-move2": "<b>Ulls de boig</b>: Tens +1 anomalia (màx. 3).",
"flake-move3": "<b>Ho veus, tot encaixa</b>: Pots fer servir agudesa en comptes d’encant quan <i>manipules algú</i>.",
"flake-move4": "<b>Ment desconfiada</b>: Si algú t’enganya, ho saps.",
"flake-move5": "<b>Sovint ignorat: </b>Quan <i>facis algun disbarat per evitar alguna cosa</i>, tirada +anomalia. Amb 10+ ets vist com algú sense importància i que no és cap amenaça. Amb 7-9, tria’n un: sense importància o cap amenaça. Amb un fracàs, t’emportes molta (però no tota) l’atenció.",
"flake-move6": "<b>Al revés: </b>Quan <i>demanis i rebis un consell honest d’algú </i>sobre la millor forma de procedir i en canvi facis una altra cosa, marca’t experiència. Si fas exac- tament el contrari del consell, també guanyes +1 en-curs en qualsevol moviment seguint aquell camí.",
"flake-move7": "<b>Amics de la xarxa: </b>Coneixes una pila de persones a internet. Quan <i>contactes un amic de la xarxa perquè t’ajudi en un misteri</i>, tirada +encant. Amb 10+, estan disponibles i seran útils –poden arreglar alguna cosa, rebentar un codi, petar un ordinador o aconseguir-te alguna informació especial. Amb 7-9, estan preparats per ajudar-te, però trigaran una mica o n’hauràs de fer una part tu mateix. Amb un fracàs, cremes alguns ponts.",
"flake-move8": "<b>Furtiu:</b> Quan <i>ataques per darrere o amb una emboscada</i>, infligeixes +2 mal.",
"flake-normal": "Arma normal",
"flake-gear1": "Revòlver .38 (2-mal a-prop recàrrega sorollós)",
"flake-gear2": "Pistola 9mm (2-mal a-prop sorollosa)",
"flake-gear3": "Fusell de caça (2-mal lluny sorollós)",
"flake-gear4": "Màgnum (3-mal a-prop recàrrega sorollosa)",
"flake-gear5": "Escopeta (3-mal a-prop bruta sorollosa)",
"flake-gear6": "Ganivet gros (1-mal a-mà)",
"flake-hidden": "Armes ocultes",
"flake-gear7": "Ganivets llancívols (1-mal a-prop molts)",
"flake-gear8": "Pistola ressort (2-mal a-prop sorollosa recàrrega)",
"flake-gear9": "Garrot d’ajusticiar (3-mal íntim)",
"flake-gear10": "Llanterna de vigilant (1-mal a-mà)",
"flake-gear11": "Puny americà/guants carregats (1-mal a-mà)",
"flake-gear12": "Navalla papallona/de molla (1-mal a-mà)",
"Flake-advance1": "Guanya un refugi, com el de <i>l’expert</i>, però amb dues\nopcions",
"Flake-advance2": "Afegeix una opció al teu refugi",
"Initiate": "Iniciat",
"luck-special-initiate": "Quan gastis un punt de <i>sort</i> quelcom va malament a la teva secta: un projecte mal enfocat o una operació desastrosa. Pot ser per culpa teva o per les males tradicions de la secta.",
"your-sect": "Secta",
"sect-description": "Formes part d’un orde secreta i ancestral que extermina monstres. D’on és? Com d’antiga és? És religiosa? Perquè roman en secret? Com vas ser reclutat?",
"sect-traditions": "Les tradicions de la Secta",
"good-traditions": "Bones tradicions",
"good-tradition1": "Ben informada",
"good-tradition2": "Coneixement antic",
"good-tradition3": "Coneixement màgic",
"good-tradition4": "Arts de combat",
"good-tradition5": "Modernitzada",
"good-tradition6": "Delegacions arreu",
"good-tradition7": "Poder secular",
"good-tradition8": "Tàctiques flexibles",
"good-tradition9": "Jerarquia oberta",
"good-tradition10": "Integrada a la societat",
"good-tradition11": "Rica",
"good-tradition12": "Aparells ben parits",
"good-tradition13": "Objectes màgics",
"bad-traditions": "Males tradicions",
"bad-tradition1": "Motius dubtosos ",
"bad-tradition2": "Lligada a les tradicions",
"bad-tradition3": "Curta de vista",
"bad-tradition4": "Paranoica i reservada",
"bad-tradition5": "Jerarquia tancada",
"bad-tradition6": "Dividida en faccions",
"bad-tradition7": "Regles estrictes",
"bad-tradition8": "Juraments místics",
"bad-tradition9": "Obediència total",
"bad-tradition10": "Líders tirànics",
"bad-tradition11": "Equipament obsolet",
"bad-tradition12": "Pobra",
"initiate-fixed-move1": "<b>Si estàs a les bones amb la Secta</b>, <i>al principi de cada misteri</i>, tirada +encant. Amb 10+ et proporcionen informació útil o ajuda de camp. Amb 7-9 et donen una missió associada amb el misteri, i si la fas et proporcionen informació útil o ajuda, també. Amb un fracàs, et demanen que facis una cosa dolenta. Si falles en la missió o refuses l’ordre, estaràs amb problemes amb la Secta fins que et redimeixis.",
"initiate-move1": "<b>Art marcial ancestral</b>: Quan <i>facis servir una arma d’estil antic</i>, infligeixes +1 mal i obtens +1 quan tiris per <i>protegir algú</i>.",
"initiate-move2": "<b>Místic</b>: Cada vegada <i>facis servir màgia</i> amb èxit, obtens +1 proper.",
"initiate-move3": "<b>Fortuna</b>: La Secta té antigues profecies o tècniques d’endevinació per predir el futur. Un cop per misteri, pots fer-ne ús. Si <i>mires què t’ofereix el futur</i>, tirada +anomalia. Amb 10+ influència 3, amb 7-9 influència 1. Amb un fracàs, aconsegueixes informació errònia i el Guardià decideix com t’afecta. Gasta la teva influència amb:",
"initiate-move3.1": "Tenir un objecte útil a punt.",
"initiate-move3.2": "Ser allà on et calgui ser, just a temps.",
"initiate-move3.3": "Tenir +1 proper, o donar +1 proper a un altre jugador.",
"initiate-move3.4": "Retroactivament alertar algú altre d’un atac, així doncs, mai no s’esdevé.",
"initiate-move4": "<b>Jurament sagrat</b>: T’has compromès a renunciar a alguna cosa durant la recerca d’un objectiu (p.ex. a parlar, no menjar res més que pa i aigua, l’alcohol, mentir, sexe, etc). Posa’t d’acord amb el Guardià en això –hauria de lligar amb l’objectiu en importància i dificultat. Mentre mantinguis la teva promesa i treballis envers el teu objectiu, marca experiència al final de cada sessió i guanya +1 a qualsevol tirada que t’ajudi directament a assolir-lo. Si trenques la teva promesa, obtens -1 en-curs fins que et redimeixis.",
"initiate-move5": "<b>Mentor</b>: Tens un mentor a la Secta: posa-li nom. Quan <i>contactes amb al teu mentor per informació</i>, tirada +agudesa. Amb 10+, reps una resposta a la teva pregunta, sense problemes. Amb 7-9 esculls: o bé està ocupat i no et pot ajudar, o bé respon la teva pregunta, però a canvi d’un favor. Amb un fracàs, la teva pregunta porta problemes.",
"initiate-move6": "<b>Aprenent</b>: Tens un aprenent: posa-li nom. La teva feina és ensenyar-li els costums de la Secta. Compta com un <i>aliat: subordinat</i> (motivació: seguir les teves instruccions fil per randa).",
"initiate-move7": "<b>Cop de mà</b>: Quan <i>ajudis</i> un altre caçador amb èxit, li dones +2 en comptes del +1 normal.",
"initiate-move8": "<b>Aquella vella màgia negra</b>: Quan <i>facis servir màgia</i>, pots fer una pregunta del moviment <i>investigar un misteri</i> com un dels efectes.",
"inititate-armour": "Armadura d’estil antic (1-armadura pesada).",
"inititate-old": "Armes d’estil antic",
"inititate-oldgear-pick": "Si la Secta té <b>arts de combat</b> o <b>equipament obsolet</b>, tria'n tres; si no tria'n dues",
"inititate-gear1": "Espasa (2-mal a-mà bruta)",
"inititate-gear2": "Destral (2-mal a-mà bruta)",
"inititate-gear3": "Espasa grossa (3-mal a-mà bruta pesada)",
"inititate-gear4": "Destral grossa (3-mal a-mà bruta lenta pesada)",
"inititate-gear5": "Daga de plata (1-mal a-mà plata)",
"inititate-gear6": "Bastons de combat (1-mal a-mà ràpids)",
"inititate-gear7": "Llança (2-mal a-mà/a-prop)",
"inititate-gear8": "Maça (2-mal a-mà bruta)",
"inititate-gear9": "Ballesta (2-mal a-prop lenta)",
"initiate-modern": "Armes modernes",
"initiate-moderngear-pick": "i la Secta està <b>modernitzada</b> o té <b>aparells ben parits</b>, pots triar-ne dues , sinó només una",
"inititate-gear10": "Revòlver .38 (2-mal a-prop recàrrega sorollós)",
"inititate-gear11": "Pistola 9mm (2-mal a-prop sorollosa)",
"inititate-gear12": "Fusell de franctirador (3-mal lluny)",
"inititate-gear13": "Màgnum (3-mal a-prop recàrrega sorollosa)",
"inititate-gear14": "Escopeta (3-mal a-prop bruta)",
"Initiate-advance1": "Assumeixes el comandament del teu capítol de la Secta",
"Initiate-advance2": "Un equip de la Secta queda sota el teu comandament",
"Initiate-advance3": "Esdevens el líder, o el líder efectiu, de tota la Secta",
"Monstrous": "Monstruós",
"luck-special-monstrous": "Quan gastis un punt de <i>sort</i> el teu costat monstruós guanya poder. La teva maledicció es fa més forta temporalment o es manifesta alguna altra desavantatge de la teva raça.",
"monster-breed": "Raça",
"breed-description": "Ets mig humà, mig monstre: decideix si sempre has sigut així o abans eres humà i et vas transformar d’alguna manera. Decideix ara si has lluitat sempre pel bé, o si eres malvat i has canviat de bàndol.",
"curses": "Malediccions",
"curse1": "<b>Aliment: </b>Et nodreixes d’humans vius –pot ser en forma de sang, de cervells o d’essència espiritual, però ha de ser de persones. Necessites <i>actuar sota pressió </i>per resistir d’alimentar-te quan se’t presenti una oportunitat perfecte.",
"curse2": "<b>Vulnerable:</b> Tria una substància. Pateixes +1 mal quan rebis mal d’aquesta substància. Si et lliguen o t’envolten amb la substància hauràs d’<i>actuar sota pressió </i>per poder fer servir els teus poders.",
"curse3": "<b>Impuls pur: </b>Una emoció et domina. Tria-la: gana, odi, ira, por, gelosia, cobdícia, joia, orgull, enveja, luxúria o crueltat. Quan hi hagi una oportunitat de satisfer aquesta emoció t’hi has de lliurar immediatament, o <i>actuar sota pressió</i> per resistir-te. ",
"curse4": "<b>Amo tenebrós:</b> Tens un amo malèfic que no sap que has canviat de bàndol. Encara et dona ordres i no tolera un refús. Ni un fracàs. ",
"monstrous-move1": "<b>Immortal: </b>No envelleixes ni et poses malalt i quan reps mal en reps -1.",
"monstrous-move2": " <b>Atracció antinatural: </b>Tirada +anomalia en comptes de +encant quan <i>manipulis algú.</i>",
"monstrous-move3": "<b>Força impia:</b> Tirada +anomalia en comptes de +duresa quan <i>fotis d’hòsties</i>. ",
"monstrous-move4": "<b>Incorpori</b>: Pot moure’t lliurement a través d’objectes sòlids (però no de persones).",
"monstrous-move5": "<b>Velocitat sobrenatural: </b>Pots anar molt més ràpid que la gent normal. En una <i>persecució, fugint o corrent</i> reps +1 en-curs.",
"monstrous-move6": "<b>Urpes de la bèstia: </b>Tots els teus atacs naturals tenen +1 mal. ",
"monstrous-move7": "<b>Dominació mental: </b>Quan clavis la mirada en els ulls d’un humà normal i <i>imposis la teva voluntat sobre la seva</i>, tirada +encant. Amb 10+, influència\n3. Amb 7-9, influència 1. Pots gastar la teva influència per donar-li una ordre. La gent corrent seguirà la teva ordre, sigui quina sigui. Els caçadors poden escollir si fer-ho o no fer-ho. Si ho fan, es marquen experiència",
"monstrous-move8": "<b>Vitalitat inesgotable:</b> Quan rebis mal pots <i>curar-te a tu mateix</i>. Tirada +serenitat. Amb 10+, cures 2-mal i estabilitzes les teves ferides. Amb 7-9, cures 1-mal i estabilitzes les teves ferides. Amb un fracàs, les teves ferides empitjoren.",
"monstrous-move9": "<b>Negociador obscur</b>: Pots fer servir el moviment de <i>manipular algú </i>en monstres igual que amb les persones, si és que hi ha una raó i pot parlar. ",
"monstrous-move10": "<b>Volar</b>: Pots volar.",
"monstrous-move11": "<b>Canviaformes:</b> Pots canviar de forma (normalment en un animal). Decideix si només tens una forma alternativa o diverses, i detalla-les. Guanyes +1 a <i>investigar un misteri</i> quan facis servir una forma alternativa amb sentits superiors (p.ex. l’olfacte del llop, la visió de l’àguila).",
"monstrous-move12": "<b>Quelcom manllevat:</b> Agafa un moviment d’un quadern de caçador que <i>no estigui actualment en joc</i>.",
"natural-attacks": "Atacs naturals",
"monstrous-attacks-pick": "tria una base i un extra o dues bases",
"monstrous-attacks1": "Base: dents (3-mal íntim)",
"monstrous-attacks2": "Base: urpes (2-mal a-mà)",
"monstrous-attacks3": "Base: força màgica (1-mal màgic a-prop)",
"monstrous-attacks4": "Base: xuclar vida (1-mal íntim xucla-vida)",
"monstrous-attacks5": "Extra: afegeix +1 mal a la base",
"monstrous-attacks6": "Extra: afegeix ignora-armadura a la base",
"monstrous-attacks7": "Extra: afegeix un abast extra a la base (íntim, a-mà o a-prop).",
"monstrous-weapon": "Si vols pots tenir una arma a mà",
"monstrous-gear1": "Revòlver .38 (2-mal a-prop recàrrega sorollós)",
"monstrous-gear2": "Pistola 9mm (2-mal a-prop sorollosa)",
"monstrous-gear3": "Màgnum (3-mal a-prop recàrrega sorollosa)",
"monstrous-gear4": "Escopeta (3-mal a-prop bruta)",
"monstrous-gear5": "Ganivet gros (1-mal a-mà)",
"monstrous-gear6": "Puny americà (1-mal a-mà silenciós petit)",
"monstrous-gear7": "Espasa (2-mal a-mà bruta)",
"monstrous-gear8": "Espasa grossa (3-mal a-mà bruta pesada)",
"Monstrous-advance1": "Guanya un refugi, com el de <i>l’expert</i>, però amb dues\nopcions",
"Monstrous-advance2": "Guanya un altre atac natural",
"Monstrous-advance3": "Allibera’t de la teva maledicció. Ja no s’aplica més, però perds 1 anomalia.",
"Monstrous-advance4": "Et tornes dolent (una altra vegada). Retira el personatge, es converteix en una de les amenaces del Guardià.",
"Mundane": "Mundà",
"luck-special-mundane": "Quan gastis un punt de <i>sort</i> trobaràs quelcom realment anòmal. Pot ser d’alguna utilitat però majoritàriament serà anòmal.",
"mundane-move1": "<b>Sempre la víctima</b>: Quan un altre caçador faci servir <i>protegir algú</i> per protegir-te a tu, marques experiència. Quan un monstre et capturi, marques experiència.",
"mundane-move2": "<b>Ups!</b>: Si vols <i>topar amb alguna cosa important</i>, digues-li al Guardià. Trobaràs alguna cosa important i útil, però no necessàriament relacionada amb els problemes immediats. ",
"mundane-move3": "<b>Toquem el dos!</b>: Si pots <i>protegir algú</i> dient-li què ha de fer o conduint-lo fora, tirada +encant en comptes de +duresa.",
"mundane-move4": "<b>Botó de pànic</b>: Quan hagis d’escapar, <i>digues la ruta que vols seguir</i> i tirada +agudesa. Amb 10+ ets fora de perill, sense problemes. Amb 7-9 pots anar-te’n o quedar-te, però anar-se’n tindrà un cost (deixes alguna cosa enrere o alguna cosa ve amb tu). Amb un fracàs, t’atrapen a mig camí.\n",
"mundane-move5": "<b>El poder del cor:</b> Si lluitant contra un monstre <i>ajudes algú</i> no tiris +serenitat. Automàticament ajudes com si haguessis tret 10",
"mundane-move6": "<b>Confia en mi: </b>Quan <i>expliquis a una persona normal la veritat per poder-lo protegir d’un perill, tirada +encant. Amb 10+ fa el que li dius que faci, sense preguntes. Amb 7-9 ho fa, però el Guardià escull una opció d’aquestes:\n ",
"mundane-move6.1": "• Primer et fa un pregunta difícil.\n",
"mundane-move6.2": "• S’entreté i dubta una mica.\n",
"mundane-move6.3": "• Té un idea “millor”.\n",
"mundane-move6.4": "Amb un fracàs, pensarà que ets boig i potser perillós i tot.",
"mundane-move7": "<b>Què pot anar malament? </b>Quan <i>carreguis cap a un perill immediat</i> sense mirar-t’hi gaire, influència 2. La pots gastar amb:",
"mundane-move7.1": "• Infringir +1 mal.",
"mundane-move7.2": "• Reduir el mal rebut d’algú en 1.",
"mundane-move7.3": "Guanyar +2 proper en una tirada d’<i>actuar sota pressió</i>.",
"mundane-move8": "<b>No et preocupis, jo ho comprovo</b>: Quan <i>surtis sol</i> a comprovar algun lloc (o cosa) que fa por, marca experiència.",
"mundane-weapon": "Armes mundanes",
"mundane-gear1": "Pal de golf, bat de beisbol, bat de criquet o estic d’hoquei (2-mal a-mà inofensiu brut)",
"mundane-gear2": "Navalla de butxaca o suïssa (1-mal a-mà útil petita)",
"mundane-gear3": "Pistola petita (2-mal a-prop sorollosa recàrrega)",
"mundane-gear4": "Fusell de caça (3-mal lluny sorollós)",
"mundane-gear5": "Mall d’obra o destral de bomber (3-mal a-mà bruta)",
"mundane-gear6": "Nunchakus (2-mal a-mà àrea)",
"mundane-transport": "Mitjans de transport",
"mundane-gear7": "Monopatí",
"mundane-gear8": "Bicicleta",
"mundane-gear9": "Cotxe més o menys nou en condicions decents",
"mundane-gear10": "Cotxe clàssic en condicions terribles",
"mundane-gear11": "Motocicleta",
"mundane-gear12": "Furgoneta",
"Professional": "El Professional",
"luck-special-professional": "Quan gastis un punt de sort la següent missió de l’Agència tindrà un munt de burocràcia a satisfer. Molta.",
"agency": "Agència",
"agency-description": "Decideix per a qui treballes. És un departament amb fons reservats del govern, una unitat militar secreta, un cos policial clandestí, un creuada privada d’un individu, una corporació, un equip d’investigació, o què?",
"agency-goal": "L’objectiu de l’Agència és: destruir monstres, estudiar allò sobrenatural, protegir la gent, guanyar poder o alguna cosa més?",
"resources": "Recursos",
"agency1": "Ben armada",
"agency2": "Ben finançada",
"agency3": "Entrenament rigorós",
"agency4": "Influència oficial",
"agency5": "Identitats falses",
"agency6": "Sucursals arreu",
"agency7": "Bona informació",
"agency8": "Autoritat reconeguda",
"agency9": "Tecnologia estranya",
"agency10": "Equips de suport",
"red-tape": "Procediments",
"agency11": "Motius dubtosos ",
"agency12": "Burocràtica",
"agency13": "Jerarquia secreta",
"agency14": "Missions críptiques",
"agency15": "Superiors hostils",
"agency16": "Rivalitat interdepartamental",
"agency17": "Retalls de pressupost",
"agency18": "No fa presoners",
"agency19": "Captureu-los vius",
"professional-fixed-move1": "<b>Quan tractes amb l’Agència,</b> per demanar-los ajuda o equipament, o per excusar-te per un error, tirada +agudesa. Amb 10+, ben fet, la teva petició d’equipament o personal és atesa o la teva relliscada és inadvertida. Amb 7-9, les coses no van tan bé. Pots ser esbroncat pels teus superiors i hi haurà conseqüències. Amb un fracàs, l’has cagada: et poden\nsuspendre o ser sotmès a una investigació, o només castigat. Fins que no ho esmenis tot no rebràs cap altra ajuda, de ben segur.",
"professional-move1": "<b>Empassar-t’ho: </b>Si vols, pots guanyar una bonificació de fins a +3 quan <i>actuïs sota pressió</i>. Per cada +1 usat, el Guardià té influència 1. Aquesta influència es pot gastar més endavant –d’una en una– per donar-te -1 a qualsevol moviment, excepte <i>actuar sota pressió</i>.",
"professional-move2": "<b>Impassible</b>: Tens +1 serenitat (màx. +3).",
"professional-move3": "<b>Sentits de combat</b>: Sempre saps què passa al teu voltant i amb què has d’estar alerta. Tens +1 armadura (màx. 2) a més del que sigui que tinguis d’equipament.",
"professional-move4": "<b>No deixo ningú enrere</b>: En combat, quan<i> ajudis algú a escapar</i>, tirada +agudesa. Amb 10+ l’ajudes a sortir-ne netament. Amb 7-9, o bé fuig o bé no reps mal, tu esculls. Amb un fracàs, no pots ajudar-lo a escapar i atraus atenció hostil. ",
"professional-move5": "<b>Tactical Genius</b>: When you <i>read a bad situation</i>, you may roll +Cool instead of +Sharp.",
"professional-move6": "<b>Medic</b>: You have a full first aid kit, and the training to heal people. <i>When you do first aid</i>, roll +Cool. On a 10+, the patient is stabilized and healed of 2 harm. On a 7-9, choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid.",
"professional-move7": "<b>Mobility</b>: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.",
"professional-move7.1": "<i>Good things</i>: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.",
"professional-move7.2": "<i>Bad things</i>: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old.",
"professional-armour": "Armadura",
"professional-gear1": "Flak vest (1 armour, hidden)",
"professional-gear2": "Combat armour (2 armour, heavy)",
"professional-serious-weapon": "Serious Weapons",
"professional-gear3": "Assault rifle (3 harm, far, area, loud, reload)",
"professional-gear4": "Grenade launcher (4 harm, far, area, messy, loud, reload)",
"professional-gear5": "Sniper rifle (4 harm, far)",
"professional-gear6": "Grenades (4 harm, close, area, messy, loud)",
"professional-gear7": "Submachine gun (3 harm, close, area, loud, reload)",
"professional-normal-weapon": "Normal Weapons",
"professional-gear8": ".38 revolver (2 harm, close, reload, loud)",
"professional-gear9": "Pistola 9mm (2-mal a-prop sorollosa)",
"professional-gear10": "Hunting rifle (2 harm, far, loud)",
"professional-gear11": "Escopeta (3-mal a-prop bruta)",
"professional-gear12": "Big knife (1 harm, hand)",
"Professional-advance1": "Add a new Resource tag <i>or</i> change a Red Tape tag for your Agency",
"Professional-advance2": "Get command of an Agency team of monster hunters",
"Professional-advance3": "Get some or all of the other players' hunters hired by your Agency. They get the <i>deal with the agency</i> move, as well as salery and benefits",
"Spellslinger": "Spell-Slinger",
"luck-special-spellslinger": "When you spend <i>Luck</i>, the official council of wizards is going to poke their nose into your business.",
"spellslinger-weapon": "Backup Weapon",
"spellslinger-gear1": "Old revolver (2 harm, close, reload, loud)",
"spellslinger-gear2": "Ritual knife (1 harm, hand)",
"spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)",
"extra-fixed-move": "You get this",
"spellslinger-fixed-move1": "<b>Tools and Techniques</b>: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.",
"spellslinger-fixed-move1.1": "<i>Consumables</i>: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.",
"spellslinger-fixed-move1.2": "<i>Foci</i>: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.",
"spellslinger-fixed-move1.3": "<i>Gestures</i>: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.",
"spellslinger-fixed-move1.4": "<i>Incantations</i>: You must speak in an arcane language to control your magic. If you use combat magic without speaking, <i>act under pressure</i> to avoid scrambling your thoughts.",
"combat-magic": "Combat Magic",
"combat-magic-description": "You have a few attack spells you can use as weapons. When you use these spells to <i>kick some ass</i>, roll +Weird instead of +Tough. Sometimes you may need to <i>act under pressure</i> to cast your spells without problems.",
"combat-magic-pick": "pick three, with at least one base",
"bases": "Bases",
"base1": "Blast (2 harm, magic, close, obvious, loud)",
"base2": "Ball (1 harm, magic, area, close, obvious, loud)",
"base3": "Missile (1 harm, magic, far, obvious, loud)",
"base4": "Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)",
"effects": "Effects",
"effect1": "Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread)",
"effect2": "Force or Wind (add '+1 harm, forceful'; to a base, or '+1 armour' to a wall)",
"effect3": "Lightning or Entropy (add '+1 harm, messy' to a base)",
"effect4": "Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)",
"effect5": "Earth (add 'forceful, restraining' to a base)",
"effect6": "Necromantic (add 'life-drain' to a base)",
"spellslinger-move1": "<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-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 preperations 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.",
"spellslinger-move4": "<b>Enchanted Clothing</b>: Pick an article of every-day clothing - it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment.",
"spellslinger-move5": "<b>Forensic Divination</b>: When you successfully <i>investigate a mystery</i>, you may ask \"what magic was done here?\" as a free extra question.",
"spellslinger-move6": "<b>Go Big or Go Home</b>: When you must <i>use magic</i> as a requirement for <i>big magic</i>, take +1 ongoing to those <i>use magic</i> rolls.",
"spellslinger-move7": "<b>Not My Fault</b>: +1 to <i>act under pressure</i> when you are dealing with the consequences of your own spellcasting.",
"spellslinger-move8": "<b>Practitioner</b>: Mark two of the <i>use magic</i> effects. Take +1 to <i>use magic</i> whenever you choose one of those effects.",
"spellslinger-move9": "<b>Shield Spell</b>: When you <i>protect someone</i>, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour.",
"spellslinger-move10": "<b>Third Eye</b>: When you <i>read a bad situation</i>, you can <i>open up your third eye</i> for a moment to take in extra information. On a 7+, take +1 hold and you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!",
"Spellslinger-advance1": "Take another <i>Combat Magic</i> pick",
"Spellslinger-advance2": "You may cross off another option from your <i>Tools and Techniques</i>",
"Spooky": "Spooky",
"luck-special-spooky": "When you spend <i>Luck</i>, your Dark Side's needs will get nastier.",
"dark-side": "The Dark Side",
"dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling.",
"dark-side1": "Violence",
"dark-side2": "Depression",
"dark-side3": "Secrets",
"dark-side4": "Lust",
"dark-side5": "Dark bargain",
"dark-side6": "Guilt",
"dark-side7": "Soulless",
"dark-side8": "Addiction",
"dark-side9": "Mood wings",
"dark-side10": "Rage",
"dark-side11": "Self-destruction",
"dark-side12": "Greed for power",
"dark-side13": "Poor impulse control",
"dark-side14": "Hallucinations",
"dark-side15": "Pain",
"dark-side16": "Paranoia",
"dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavilable until the end of the mystery (or until you cave). As you spend <i>Luck</i>, these requests will get bigger and nastier.",
"spooky-move1": "<b>Telepathy</b>: You can read people's thoughts and put words in their mind. This can allow you to <i>investigate a mystery</i> and <i>read a bad situation</i> without needing to actually talk. You can also <i>manipulate someone</i> without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.",
"spooky-move2": "<b>Hex</b>: When you cast a spell with <i>use magic</i>, as well as the normal list of effects, you may pick from the following list",
"spooky-move2.1": "The target contracts a disease.",
"spooky-move2.2": "The target immediately suffers harm (2 harm, magic, ignore-armour).",
"spooky-move2.3": "The target breaks something precious or important.",
"spooky-move3": "<b>The Sight</b>: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you <i>investigate a mystery</i>.",
"spooky-move4": "<b>Premonitions</b>: <i>At the start of each mystery</i>, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it from coming true, and mark experience if you stop it. On a 7-9, you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make.",
"spooky-move5": "<b>Hunches</b>: <i>When something bad is happening</i> (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+, you knew where you needed to go, just in time to get there. On a 7-9, you get there late - in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.",
"spooky-move6": "<b>Tune In</b>: You can <i>attune your mind to a monster or minion</i>. Roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss the monster becomes aware of you. Spend your hold 1-for-1 to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers",
"spooky-move6.1": "Where is the creature right now?",
"spooky-move6.2": "What is it planning to do right now?",
"spooky-move6.3": "Who is it going to attack next?",
"spooky-move6.4": "Who does it regard as the biggest threat?",
"spooky-move6.5": "How can I attract its attention?",
"spooky-move7": "<b>The Big Whammy</b>: You can use your powers to <i>kick some ass</i>. Roll +Weird instead of +Tough. The attack has 2 harm, close, obvious, ignore-armour. On a miss, you'll get magical backlash.",
"spooky-move8": "<b>Jinx</b>: You can encourage coincidences to occur the way you want. <i>When you jinx a target</i>, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold 1-for-1 to",
"spooky-move8.1": "Interfere with a hunter, giving them -1 forward.",
"spooky-move8.2": "Help a hunter, giving them +1 forward, by interfering with their enemy.",
"spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do.",
"spooky-move8.4": "Inflict 1 harm on the target due to an accident.",
"spooky-move8.5": "The target finds something you left for them.",
"spooky-move8.6": "The target loses something that you will soon find.",
"spooky-items": "Any magical items or amulets that you use to invoke your powers",
"spooky-weapons": "Normal Weapons",
"spooky-gear1": ".38 revolver (2 harm, close, reload, loud)",
"spooky-gear2": "Pistola 9mm (2-mal a-prop sorollosa)",
"spooky-gear3": "Hunting rifle (2 harm, far, loud)",
"spooky-gear4": "Escopeta (3-mal a-prop bruta)",
"spooky-gear5": "Big knife (1 harm, hand)",
"Spooky-advance1": "Change some, or all, of your Dark Side tags",
"Spooky-advance2": "Gain a Mystical Library, like the Haven option of the <i>Expert</i>",
"Spooky-advance3": "You discover how to use your powers at a lower price, delete one Dark Side tag",
"Wronged": "Wronged",
"luck-special-wronged": "When you spend <i>Luck</i>, you find a dangerous lead on your prey.",
"who-you-lost": "Who You Lost",
"who": "Who did you lose?",
"pick-some": "pick one or more",
"lost-pick": "Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s), etc",
"lost-save-them": "Why couldn't you save them? You were",
"lost1": "At fault",
"lost2": "Selfish",
"lost3": "Injured",
"lost4": "Weak",
"lost5": "Slow",
"lost6": "Scared",
"lost7": "In denial",
"lost8": "Complicit",
"what-prey": "What Did It?",
"prey-breed": "With the Keeper's agreement, pick the monster breed.",
"prey": "My Prey",
"wronged-fixed-move1": "<b>I Know My Prey</b>: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.",
"wronged-move1": "<b>Berserk</b>: No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal.",
"wronged-move2": "<b>NEVER AGAIN</b>: In combat, you may choose to <i>protect someone</i> without rolling, as if you had rolled a 10+, but you may not choose the option \"suffer little harm\".",
"wronged-move3": "<b>What Does Not Kill Me...</b>: If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.",
"wronged-move4": "<b>Fervour</b>: When you <i>manipulate someone</i>, roll +Tough instead of +Charm.",
"wronged-move5": "<b>Safety First</b>: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour).",
"wronged-move6": "<b>DIY Surgery</b>: When <i>you do quick and dirty first aid on someone</i> (including yourself), roll +Cool. On a 10+, it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice",
"wronged-move6.1": "Stabilize the injury but the patient take -1 forward.",
"wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.",
"wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.",
"wronged-move7": "<b>Tools Matter</b>: With your signature weapon, you get +1 to <i>kick some ass</i>.",
"wronged-armour": "Protective wear suited to your look (1 armour)",
"wronged-signature": "Signature Weapon",
"wronged-gear1": "Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)",
"wronged-gear2": "Hand cannon (3 harm, close, loud)",
"wronged-gear3": "Fighting knife (2 harm, hand, quiet)",
"wronged-gear4": "Espasa o destral grossa (3-mal a-mà bruta pesada)",
"wronged-gear5": "Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for warewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper",
"wronged-gear6": "Enchanted dagger (2 harm, hand, magic)",
"wronged-gear7": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)",
"wronged-weapon": "Practical Weapons",
"wronged-gear8": ".38 revolver (2 harm, close, reload, loud)",
"wronged-gear9": "Pistola 9mm (2-mal a-prop sorollosa)",
"wronged-gear10": "Hunting rifle (2 harm, far, loud)",
"wronged-gear11": "Escopeta (3-mal a-prop bruta sorollosa)",
"wronged-gear12": "Big knife (1 harm, hand)",
"wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)",
"wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)",
"wronged-vehicle": "(Optional) Vehicle",
"wronged-gear15": "Classic car",
"wronged-gear16": "Classic motorcycle",
"wronged-gear17": "Plain pickup",
"wronged-gear18": "Plain van",
"Wronged-advance1": "Gain a Haven, like the <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",
"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.",
"Gumshoe-fixed-move2": "<b>The Naked City</b>: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)",
"Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation",
"Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one <i>investigate a mystery</i> roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.",
"Gumshoe-move1": "<b>The Postman Always Rings Twice</b>: Twice per mystery - as long as you follow your Code - you may reroll a roll.",
"Gumshoe-move2": "<b>The Long Goodbye</b>: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).",
"Gumshoe-move3": "<b>Jessica Jones Entry</b>: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one",
"Gumshoe-move3.1": "You don't leave any trace of what you searched.",
"Gumshoe-move3.2": "You find what you wanted.",
"Gumshoe-move3.3": "You find something else that's important.",
"Gumshoe-move3.4": "You don't piss anyone off.",
"Gumshoe-move3.5": "You aren't recognised.",
"Gumshoe-move4": "<b>Out of the Past</b>: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.",
"Gumshoe-move5": "<b>Asphalt Jungle</b>: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).",
"Gumshoe-move6": "<b>Hacker with a Dragon Tattoo</b>: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You",
"Gumshoe-move6.1": "...leave no traces.",
"Gumshoe-move6.2": "...learn something important.",
"Gumshoe-move6.3": "...can leave misinformation in place.",
"Gumshoe-move6.4": "...gain access to somewhere you want to get in to.",
"Gumshoe-move7": "<b>\"Just one more thing\"</b>: When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list",
"Gumshoe-move7.1": "One question from the <i>investigate a mystery</i> list.",
"Gumshoe-move7.2": "Was that a lie?",
"Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?",
"Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?",
"Gumshoe-move7.5": "Did you commit this specific crime?",
"Gumshoe-gear-base": "A laptop, and a liquor flask",
"Gumshoe-recording": "Recording Devices",
"Gumshoe-gear1": "Night vision camera",
"Gumshoe-gear2": "Tiny digital video camera",
"Gumshoe-gear3": "Film camera (8mm or 16mm)",
"Gumshoe-gear4": "Digital sound recorder",
"Gumshoe-gear5": "Cassette tape recorder",
"Gumshoe-gear6": "Remote-controlled camera drone",
"Gumshoe-gear7": "Laser microphone",
"Gumshoe-gear8": "SLR camera",
"Gumshoe-weapon": "P.I. Weapons",
"Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)",
"Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)",
"Gumshoe-gear11": "Pistola 9mm (2-mal a-prop sorollosa)",
"Gumshoe-gear12": "Màgnum (3-mal a-prop recàrrega sorollosa)",
"Gumshoe-gear13": "Escopeta (3-mal a-prop bruta sorollosa)",
"Gumshoe-gear14": "Switchblade (1-harm, hand, small)",
"Gumshoe-advance1": "Add an extra harm box on the Dying side",
"Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the <i>Expert</i>, with two options",
"Gumshoe-advance3": "Add four additional or new contacts for <i>Naked City</i>",
"Gumshoe-advance4": "Turn one of your contacts into an ally",
"Hex": "Hex",
"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, loud)",
"hex-gear2": "Escopeta (3-mal a-prop bruta sorollosa)",
"hex-gear3": "Athame (2 harm, hand, magic, silver)",
"hex-gear4": "Shillelagh (1 harm, hand, balanced)",
"hex-gear5": "Crossbow (2 harm, close, slow)",
"hex-gear6": "Staff (1 harm, hand, balanced, large)",
"hex-advmove": "Advanced Hex Moves",
"hex-advmove-desc": "When you take the corresponding <i>Improvement</i>, choose one of these",
"hex-advmove1": "<b>Apotheosis</b>: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true",
"hex-advmove1.1": "You can fly.",
"hex-advmove1.2": "Use +Weird to <i>kick some ass</i> instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).",
"hex-advmove1.3": "Ignore the component costs of your rotes.",
"hex-advmove1.4": "Ignore one requirement of every spell you cast with <i>use magic</i>.",
"hex-advmove1.5": "You have +1 ongoing to do everything.",
"hex-advmove1.6": "You cannot use the <i>protect someone</i> move.",
"hex-advmove1.7": "You have all the <i>Temptations</i>, and you have to indulge them whenever a good opportunity presents itself.",
"hex-advmove1.8": "When you try to resist a <i>Temnptation</i>, roll +Cool. On a 10+, <i>Apotheosis</i> ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.",
"hex-advmove2": "<b>Synthesis</b>: You manage to conciliate your dark power with your moral impulses. You lose your <i>Temptation</i>. Whenever you <i>use magic</i> to <i>help out</i> or <i>protect someone</i>, you mark experience. Mark a second experience if you do it at the expense of your own safety.",
"hex-fixed-move1": "<b>Bad Luck Charm</b>: Whenever you <i>use magic</i> and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.",
"hex-move1": "<b>Burn Everything</b>: When you <i>use magic</i> to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).",
"hex-move2": "<b>Cast the Bones</b>: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the <i>investigate a mystery</i> list, or from the following list",
"hex-move2.1": "What can I gain from this person/place/thing/creature?",
"hex-move2.2": "Who has touched this person/place/thing/creature before me?",
"hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.",
"hex-move3": "<b>Force of Will</b>: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend <i>Luck</i> to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.",
"hex-move4": "<b>Luck of the Damned</b>: After you <i>use magic</i> or cast a rote, take +1 forward.",
"hex-move5": "<b>Sympathetic Token</b>: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to <i>use magic</i> against them. You can also <i>use magic</i> against them at a distance. If you miss, the token is lost, destroyed, or loses its power.",
"hex-move6": "<b>This Might Sting</b>: You can <i>use magic</i> to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.",
"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 <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.",
"temptation3": "<b>Addiction</b>: Utilize magic to do what you could do without it.",
"temptation4": "<b>Callousness</b>: Utilize magic without regard for the safety of others.",
"temptation5": "<b>Carnage</b>: Utilize magic to inflict gruesome violence.",
"temptation6": "<b>Secrets</b>: Utilize magic to discover forbidden, dangerous knowledge.",
"temptation7": "<b>Glory</b>: Utilize magic to steal someone’s thunder.",
"rotes": "Rotes",
"rote-desc1": "Whenever you <i>use magic</i>, you can decide afterwards that a particular spell is a <i>Rote</i> that you know. You know how to cast it off the top of your head. Write down in detail the name of the <i>Rote</i>, what it requires, and what it does on a 10+, a 7-9, and a miss. A <i>Rote</i> is a bit more powerful than a basic <i>use magic</i> spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular <i>use magic</i>, the cost and consequences for failing a <i>Rote</i> are known to you in advance.",
"rote-desc2": "Choose two fixed requirements for each <i>Rote</i> from this list",
"rote-req1": "Magic words and ritual gestures.",
"rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.",
"rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.",
"rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).",
"rote-req5": "A spilling of blood (1 harm to you or a willing participant).",
"rote-desc3": "After you cast it for the first time, treat each <i>Rote</i> as a custom move - a specialised version of <i>use magic</i>, which is built with the Keeper.",
"rote-list": "List of Rotes",
"rote-desc4": "You start out knowing up to one <i>Rote</i>, which you can choose when creating your character or during play. You can learn more by taking corresponding <i>Improvements</i>. When you do, you can choose the new <i>Rote</i> right away or in play.",
"rote-desc5": "You roll +Weird to cast a <i>Rote</i>, which requires you to have the needed items at hand and the ability to physically use them.",
"rote-name": "Rote Name",
"rote-reqs": "Requirements",
"rote-effect": "Effects",
"hex-advance1": "Take another <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-advance4": "Take another two <i>Rotes</i>",
"hex-advance5": "Choose one <i>Advanced Hex Move</i>",
"Pararomantic": "Pararomantic",
"luck-special-pararomantic": "When you spend <i>Luck</i>, mark one <i>Relationship Status</i> box. The Keeper will bring <i>Fate of your Love</i> into play.",
"relation": "Relationship Status",
"guide-name": "Guide Name",
"loving": "Loving",
"broken": "Broken",
"relation-second": "Second Relationship Status",
"guide-name-second": "Second Guide Name",
"bond": "Bond Abuse",
"bond1": "Whenever you do something to abuse the bond with your <i>Guide</i>, like acting against them, or not giving them enough attention, roll +Charm",
"bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.",
"bond1.2": "On a 7-9, choose one of the <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>",
"bond2.1": "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.",
"bond2.4": "Someone who shouldn't know finds a clue about your relationship with your <i>Guide</i>.",
"bond-fate": "Fate of your Love",
"bond-fate-desc1": "There is a reason why your love with your <i>Guide</i> is forbidden or doomed. Invent this reason or leave it to the Keeper.",
"bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last <i>Luck</i> point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.",
"bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your <i>Guide</i>, mark experience.",
"pararomantic-fixed-move1": "<b>Supernatural Guide</b>: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not",
"pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.",
"pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.",
"pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your <i>Bond</i>. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for <i>Bond Abuse</i>.",
"pararomantic-move1": "<b>Bonding Time</b>: If you spend some quality time with your <i>Guide</i> instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to",
"pararomantic-move1.1": "Erase one used <i>Relationship Status</i> mark.",
"pararomantic-move1.2": "Use a <i>Pararomantic</i> move you haven't picked.",
"pararomantic-move1.3": "Receive a gift from your <i>Guide</i>.",
"pararomantic-move1.4": "Take +1 forward.",
"pararomantic-move2": "<b>Dark Desires</b>: You may use <i>manipulate someone</i> on monsters, as long as you are using emotional ties.",
"pararomantic-move3": "<b>The Power of Love</b>: When you use <i>help someone</i> to help your <i>Guide</i>, don't roll +Cool. You automatically help as though you'd rolled a 10. If your <i>Guide</i> is another hunter, the same applies when they use <i>help someone</i> to help you.",
"pararomantic-move4": "<b>Do As The Supernatural Do</b>: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.",
"pararomantic-move5": "<b>I Am Theirs And They Are Mine</b>: Whenever you are in danger, your <i>Guide</i> knows it. If your <i>Guide</i> is suffering harm (and it's feasible), you can spend <i>Luck</i> to redirect the attack onto yourself as if you have rolled 10+ with <i>protect someone</i>. If you are suffering harm, you can decide that your <i>Guide</i> has protected you and is suffering this harm instead. If you choose this, roll for <i>Bond Abuse</i>.",
"pararomantic-move6": "<b>Monster Empathy</b>: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly",
"pararomantic-move6.1": "What do they most desire?",
"pararomantic-move6.2": "What would they accept as good enough for now?",
"pararomantic-move6.3": "What would distract them?",
"pararomantic-move7": "<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, or hockey stick (2 harm, hand, innocuous, messy)",
"pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)",
"pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)",
"pararomantic-gear4": "Bicycle",
"pararomantic-gear5": "Fairly new car in decent condition",
"pararomantic-gear6": "Motorcycle",
"pararomantic-gift": "Gift from your <i>Guide</i>, which must be periodically recharged by interactions with them",
"pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.",
"pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.",
"pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to <i>Bond Abuse</i> rolls.",
"pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.",
"pararomantic-advance1": "Take a second <i>Gift</i> from your <i>Guide</i> or add another property to an existing gift",
"pararomantic-advance2": "Change your <i>Guide</i>, as you fall for another supernatural being",
"pararomantic-advance3": "Gain a second <i>Guide</i>. Track the <i>Relationship Status</i> of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original <i>Guide</i> can now apply to either one",
"pararomantic-advance4": "Erase all marks from the <i>Relationship Status</i> track(s)",
"Searcher": "Searcher",
"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-tools": "Investigation Tools",
"searcher-gear1": "A bag of cameras and microphones",
"searcher-gear2": "Forensic tools",
"searcher-gear3": "Ghost hunting tools",
"searcher-gear4": "Scientific measuring tools",
"searcher-gear5": "Cryptid hunting gear",
"searcher-gear6": "Historical documents and witness reports of strange events",
"searcher-gear7": "Maps, blueprints, and building reports for significant places",
"searcher-weapon": "Self-defence Weapons",
"searcher-gear8": "Walking stick (1 harm, hand, innocuous)",
"searcher-gear9": "Small handgun (2 harm, close, reload, loud)",
"searcher-gear10": "Small knife (1 harm, hand, messy)",
"searcher-gear11": "Martial arts training (1 harm, hand, innocuous)",
"searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)",
"searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)",
"searcher-fixed-move1": "<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-move1.4": "<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.",
"searcher-fixed-move1.7": "<i>Cosmic Insight</i>: You have encompassed the soul of the universe. You never need to <i>act under pressure</i> due to feelings of fear, despair, or isolation.",
"searcher-move1": "<b>Prepared to Defend</b>: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you <i>kick some ass</i> or <i>protect someone</i>, you suffer 1 harm less.",
"searcher-move2": "<b>Fellow Believer</b>: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.",
"searcher-move3": "<b>Guardian</b>: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.",
"searcher-move4": "<b>Just Another Day</b>: When you have to <i>act under pressure</i> due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.",
"searcher-move5": "<b>Network</b>: You may gain an ally group of others who had experiences similar to your <i>First Encounter </i> - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).",
"searcher-move6": "<b>Ockham's Broadsword</b>: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.",
"searcher-move7": "<b>The Things I've Seen</b>: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).",
"searcher-advance1": "Take a second <i>First Encounter</i> move, based on a recent mystery",
"searcher-advance2": "Resolve your <i>First Encounter</i>. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)",
"Exile": "Exile",
"luck-special-exile": "When you spend <i>Luck</i>, you'll find something from your original life. Maybe something good, maybe something bad.",
"exile-origin": "Origin",
"exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.",
"exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).",
"exile-origin-desc3": "How did you get transported to the modern day?",
"exile-origin1": "You were pursuing your nemesis.",
"exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.",
"exile-origin3": "Magical accident or side-effect.",
"exile-origin4": "You angered a sorcerer.",
"exile-origin5": "Divine intervention.",
"exile-origin6": "One moment you were there, the next you were here.",
"exile-origin7": "A strange place or artifact brought you.",
"exile-origin8": "You were frozen, and recently unearthed and revived.",
"exile-move1": "<b>Adept Sorcerer</b>: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).",
"exile-move2": "<b>Warrior</b>: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.",
"exile-move3": "<b>Traditional Remedies</b>: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).",
"exile-move4": "<b>Immortal Name</b>: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move <i>manipulate someone</i> on monsters if they understand enough to have heard stories about you.",
"exile-move5": "<b>Hearty Constitution</b>: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.",
"exile-move6": "<b>Confused</b>: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.",
"exile-move7": "<b>Ancient Magics</b>: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.",
"exile-move8": "<b>Learned</b>: You researched all the legends and tales of monsters in your home time. When you <i>investigate a mystery</i>, you can ask the Keeper questions from the following list as well as from the usual list",
"exile-move8.1": "Did this creature (or this type of creature) exist in my home time?",
"exile-move8.2": "What defenses are effective against this creature?",
"exile-move8.3": "What do I know about this creature that has been forgotten?",
"exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin",
"exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin",
"exile-weapon": "Ancient Weapons",
"exile-gear1": "Espasa (2-mal a-mà bruta)",
"exile-gear2": "Axe (2 harm, hand, messy)",
"exile-gear3": "Espasa grossa (3-mal a-mà bruta pesada)",
"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)",
"exile-gear7": "Bow (2 harm, close)/(1 harm, far)",
"exile-gear8": "Crossbow (2 harm, close, slow)",
"exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)",
"exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)",
"exile-gear11": "Spear (2 harm, hand/close)",
"exile-gear12": "Big knife (1 harm, hand)",
"exile-gear13": "Cudgel (1 harm, hand)",
"exile-gear14": "Martial arts (1 harm, hand)",
"exile-ally": "you find one of your old comrades, who has come to join you in the modern day",
"exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future",
"exile-return": "Optionally, you may return home to the past",
"exile-advance2": "When you <i>use magic</i>, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end",
"Hardcase": "Hard Case",
"luck-special-hardcase": "When you spend <i>Luck</i>, an enemy from your past comes back into your life. They aren’t happy to see you.",
"hardcase-adv-harm": "Extra harm box",
"hardcase-fixed-move1": "<b>Unstoppable</b>: When you spend <i>Luck</i> to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.",
"hardcase-move1": "<b>FINISH HIM!</b>: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.",
"hardcase-move2": "<b>Weapon Master</b>: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.",
"hardcase-move3": "<b>Aim For The Weak Spot</b>: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.",
"hardcase-move4": "<b>Inspired Guesswork</b>: Once per mystery, when you observe a monster in action, you may <i>investigate a mystery</i> to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).",
"hardcase-move5": "<b>Come Get Some</b>: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.",
"hardcase-move6": "<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": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)",
"hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)",
"hardcase-gear4": "Huge knife (2 harm, hand, messy)",
"hardcase-gear5": "Hand cannon (3 harm, close, loud)",
"hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)",
"hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)",
"hardcase-normal": "Normal Weapons",
"hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)",
"hardcase-gear9": "Escopeta (3-mal a-prop bruta sorollosa)",
"hardcase-gear10": "Hunting rifle (2 harm, far, loud)",
"hardcase-gear11": "Pistola 9mm (2-mal a-prop sorollosa)",
"hardcase-gear12": "Big knife (1 harm, hand)",
"hardcase-gear13": "Màgnum (3-mal a-prop recàrrega sorollosa)",
"hardcase-advance1": "Gain command of a team of monster-hunters",
"hardcase-advance2": "Add an extra harm box on the Dying side",
"Luchador": "Luchador",
"luck-special-luchador": "The <i>Luchador</i> is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.",
"luchador-fixed-move1": "<b>Signature Move</b>: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.",
"luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.",
"luchador-move1": "<b>Master Técnico</b>: When fighting unarmed, you get +1 to <i>kick some ass</i> and <i>help out</i>.",
"luchador-move2": "<b>Intensive Training</b>: Take +1 Tough (max +3).",
"luchador-move3": "<b>Noble Heroism</b>: When you successfully <i>protect someone</i>, give a nearby hunter +1 forward.",
"luchador-move4": "<b>Consummate Athlete</b>: You get +1 ongoing for vigorous physical feats (outside of combat).",
"luchador-move5": "<b>Machismo!</b>: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.",
"luchador-move6": "<b>Daredevil Move</b>: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one",
"luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.",
"luchador-move6.2": "Take +1 forward.",
"luchador-move6.3": "Give another hunter +1 forward.",
"luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.",
"luchador-move6.5": "You don't suffer harm in return.",
"luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.",
"luchador-move7": "<b>Inspiring Speech</b>: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do",
"luchador-move7.1": "Act as an angry mob, unleashed at the target you name.",
"luchador-move7.2": "Be a vigilant watch force.",
"luchador-move7.3": "Go wherever you tell them to.",
"luchador-move7.4": "Help construct a trap.",
"luchador-move7.5": "On a miss, you lose face with the bystanders.",
"luchador-move8": "<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, loud)",
"luchador-gear2": "Pistola 9mm (2-mal a-prop sorollosa)",
"luchador-gear3": "Escopeta (3-mal a-prop bruta sorollosa)",
"luchador-gear4": "Heavy chain (2 harm, hand, area)",
"luchador-gear5": "Sledgehammer (3 harm, hand, messy)",
"luchador-gear6": "Big knife (1 harm, hand)",
"luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)",
"luchador-vehicle": "Stylish Vehicle",
"luchador-gear8": "Foreign sports car",
"luchador-gear9": "Giant off-road vehicle",
"luchador-gear10": "Limo and chauffeur",
"luchador-gear11": "Tricked out motorcycle",
"luchador-gear12": "Van with custom paint job",
"luchador-ally": "another wrestler who has chosen to fight monsters with you",
"luchador-advance1": "Gain a Haven, like the <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",
"meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).",
"meddlingkid-move1": "<b>Unmasked!</b>: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of",
"meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.",
"meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.",
"meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.",
"meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.",
"meddlingkid-move2": "<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-move3.2": "Momentarily stun them with a blow to the head.",
"meddlingkid-move3.3": "Trip or entangle them.",
"meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.",
"meddlingkid-move4": "<b>It's A Trap!</b>: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects",
"meddlingkid-move4.1": "It will take some time for the victim to get free.",
"meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).",
"meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.",
"meddlingkid-move5": "<b>Tell Me The Truth!</b>: When you are questioning somebody to <i>investigate a mystery</i>, you may ask questions from the following list as well as from the usual list",
"meddlingkid-move5.1": "Who has something to gain from this situation?",
"meddlingkid-move5.2": "What are you plotting?",
"meddlingkid-move5.3": "Are you lying to me?",
"meddlingkid-move5.4": "Who knows about _____?",
"meddlingkid-move6": "<b>Run Away!</b>: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.",
"meddlingkid-move7": "<b>A Pleasant and Friendly Manner</b>: When you politely <i>manipulate someone</i>, your impeccable manners always count as a reason for the person to do what you say.",
"meddlingkid-gadgets": "Mystery-solving Gadgets",
"meddlingkid-gear1": "Magnifying glass",
"meddlingkid-gear2": "Microscope",
"meddlingkid-gear3": "A van",
"meddlingkid-gear4": "Library card",
"meddlingkid-gear5": "Chemistry kit",
"meddlingkid-gear6": "A set of walkie-talkies",
"meddlingkid-gear7": "Fingerprint kit",
"meddlingkid-gear8": "Camera",
"meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)",
"Sidekick": "Sidekick",
"luck-special-sidekick": "The <i>Sidekick</i> is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.",
"hero": "Hero",
"hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.",
"hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.",
"hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.",
"sidekick-fixed-move1": "<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>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>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, loud)",
"sidekick-gear2": "Escopeta (3-mal a-prop bruta sorollosa)",
"sidekick-gear3": "Baseball bat (2 harm, hand)",
"sidekick-gear4": "Pistola 9mm (2-mal a-prop sorollosa)",
"sidekick-gear5": "Big knife (1 harm, hand)",
"sidekick-ally": "another sidekick for your hero, your junior",
"sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)",
"sidekick-advance2": "Change your hero; pick another hunter to be your new hero",
"Snoop": "Snoop",
"luck-special-snoop": "When you spend <i>Luck</i>, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.",
"snoop-crew": "Crew",
"snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.",
"snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.",
"snoop-move1": "<b>\"What Does That Feel Like?\"</b>: When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.",
"snoop-move2": "<b>Minor Celebrity</b>: <i>At the beginning of each mystery</i>, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.",
"snoop-move3": "<b>We'll Fix It In Post</b>: You can use anything you could conceivably have recorded as evidence for <i>investigate a mystery</i>, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.",
"snoop-move4": "<b>I'm A Reporter!</b>: When you <i>investigate a mystery</i> by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.",
"snoop-move5": "<b>Truthiness</b>: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.",
"snoop-move6": "<b>The Mojo Wire</b>: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.",
"snoop-move7": "<b>Relaxed Producer</b>: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.",
"snoop-gear-base": "A laptop",
"snoop-recording": "Recording Devices",
"snoop-gear1": "Digital video camera",
"snoop-gear2": "Tiny digital video camera",
"snoop-gear3": "Film camera (8mm or 16mm)",
"snoop-gear4": "Digital sound recorder",
"snoop-gear5": "Cassette tape recorder",
"snoop-gear6": "Infrared video camera",
"snoop-gear7": "Pro sound gear with boom mike",
"snoop-gear8": "Remote controlled camera drone",
"snoop-gear9": "Starlight camera",
"snoop-gear10": "Steadicam rig",
"snoop-gear11": "Laser microphone",
"snoop-gear12": "SLR camera",
"snoop-detector": "Detectors",
"snoop-gear13": "Electromagnetic field detector",
"snoop-gear14": "Temperature fluctuation detector",
"snoop-gear15": "Ouija board",
"snoop-gear16": "Humidity meter",
"snoop-gear17": "Dowsing rods",
"snoop-gear18": "Chemistry test kit",
"snoop-gear19": "Metal detector",
"snoop-gear20": "Compass",
"snoop-gear21": "GPS receiver",
"snoop-gear22": "Laser rangefinder",
"snoop-gear23": "Pendulum",
"snoop-weapon": "Subtle Weapons",
"snoop-gear24": ".32 revolver (2 harm, close, reload, small)",
"snoop-gear25": "Pistola 9mm (2-mal a-prop sorollosa)",
"snoop-gear26": "Knife (1 harm, hand, hidden)",
"snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)",
"snoop-advance1": "Gain a Haven, like the <i>Expert</i>, with one option plus a film lab",
"snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team",
"Summoned": "Summoned",
"luck-special-summoned": "When you spend <i>Luck</i>, another sign of the <i>Apocalypse</i> will come to pass. When you have spent all your <i>Luck</i>, the <i>Apocalypse</i> begins.",
"apocalypse": "Apocalypse",
"apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.",
"apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend <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-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).",
"summoned-move1": "<b>What Are You Looking At?</b>: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal",
"summoned-move1.1": "Tell me something about where I'm from.",
"summoned-move1.2": "Tell me something about my destiny.",
"summoned-move1.3": "Tell me something about who I really am.",
"summoned-move1.4": "Tell me something about the <i>Apocalypse</i>.",
"summoned-move2": "<b>Should I Feel That?</b>: Your body has 2 armour. This does not stack with any other armour.",
"summoned-move3": "<b>Mayhem!</b>: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.",
"summoned-move3-guide": "Guidelines",
"summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm",
"summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm",
"summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm",
"summoned-move3.4": "Bus, truck, wall, etc: 5 harm",
"summoned-move3-desc": "After you inflict harm with it (with a <i>kick some ass</i> roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two",
"summoned-move3.5": "You hurt someone nearby as well as your target.",
"summoned-move3.6": "You make something about the situation worse.",
"summoned-move3.7": "You lose control of your improvised weapon.",
"summoned-move3.8": "You cause massive property damage.",
"summoned-move3.9": "Your improvised weapon breaks.",
"summoned-move4": "<b>Absolute Badass</b>: Take +1 Tough (max +3).",
"summoned-move5": "<b>Screw You</b>: Spend <i>Luck</i> to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.",
"summoned-move6": "<b>Whatever</b>: Spend <i>Luck</i> to get +1 Tough for the remainder of the current mystery (max +4).",
"summoned-move7": "<b>Why So Serious?</b>: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).",
"summoned-weapon": "Huge Weapon",
"summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)",
"summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)",
"summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)",
"summoned-gear4": "Espasa infernal gegantesca (4-mal a-mà bruta màgica pesada)",
"summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)",
"summoned-gear6": "Red right hand (3 harm, hand, magic)",
"summoned-heavy": "Heavy Weapons",
"summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)",
"summoned-gear8": "Espasa grossa (3-mal a-mà bruta pesada)",
"summoned-gear9": "Big axe (3 harm, hand, heavy, messy)",
"summoned-gear10": "Màgnum (3-mal a-prop recàrrega sorollosa)",
"summoned-gear11": "Escopeta (3-mal a-prop bruta recàrrega sorollosa)",
"summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command",
"summoned-advance2": "Get a position in a Sect, like the <i>Initiate</i>. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for <i>when you are in good standing with your Sect</i>",
"summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats",
"Traveler": "Traveler",
"luck-special-traveler": "The <i>Traveler</i> is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.",
"traveler-transport": "Means of Transport",
"traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.",
"traveler-transport-desc2": "<i>When traveling through time and space</i>, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.",
"traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.",
"traveler-transport1": "<b>It’s bigger on the inside</b>: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.",
"traveler-transport2": "<b>Teleportation</b>: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.",
"traveler-transport3": "<b>88 miles per hour</b>: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.",
"traveler-transport4": "<b>Time Portal</b>: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...",
"traveler-fixed-move1": "<b>Servant of Technology</b>: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to <i>use magic</i> or any other moves related to the supernatural or magic.",
"traveler-move1": "<b>Butterfly Effect</b>: <i>At the beginning of each mystery</i>, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.",
"traveler-move2": "<b>Historian</b>: When you <i>investigate a mystery</i> or <i>read a bad situation</i>, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.",
"traveler-move3": "<b>Inventor</b>: If you want to <i>build, repair, or study a device</i>, the Keeper will tell you how long it will take and what equipment will be needed.",
"traveler-move4": "<b>Prescience</b>: Attacks that can cause your death pop up in your memory. When you <i>take harm and become unstable</i>, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.",
"traveler-move5": "<b>Neural Implants</b>: When you <i>need to do something that requires specific training</i>, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to <i>act under pressure</i>, but you know what to do.",
"traveler-move6": "<b>Sufficiently Advanced Technology</b>: You can reproduce the effects of the move <i>use magic</i> with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.",
"traveler-move7": "<b>No Paradoxes</b>: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on <i>help out</i>. You still need to describe how you are helping.",
"traveler-move8": "<b>Android/Cyborg</b>: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).",
"traveler-move9": "<b>Psychic Paper</b>: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you <i>manipulate someone</i> by pretending to be someone else.",
"traveler-devices": "Technological Devices",
"traveler-gear1": "<i>Photonic Binoculars</i>: Able to see in total darkness and in different spectra, including infrared",
"traveler-gear2": "<i>Sonic Screwdriver</i>: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)",
"traveler-gear3": "<i>Travel Guide</i>: A small electronic book containing all human historical knowledge up to the present era",
"traveler-gear4": "<i>Portable Laboratory</i>: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input",
"traveler-gear5": "<i>Universal Locator</i>: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation",
"traveler-gear6": "<i>Hologram Projector</i>: Projects a person-sized hologram (recorded or live) that looks real until touched",
"traveler-gear7": "<i>Instant Translator</i>: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)",
"traveler-weapon": "Protective Weapons",
"traveler-gear8": "Machete (1 harm, contact)",
"traveler-gear9": "Common revolver (2 harm, close, loud, reload)",
"traveler-gear10": "Escopeta (3-mal a-prop bruta recàrrega sorollosa)",
"traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)",
"traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)",
"traveler-advance1": "Delete the move <i>Servant of Technology</i>. You have learnt to deal with the supernatural, no longer receiving any penalties for it",
"custom": "Custom",
"luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.",
"custom-special": "Playbook Special",
"custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic",
"custom-special-name": "Name of special",
"custom-special-description": "Description",
"custom-moves": "Playbook Moves",
"custom-move-name": "Name",
"custom-move-description": "Description",
"custom-gear": "Playbook Gear",
"random-translation": "Prompting CrowdIn to Update"
}