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roll20-character-sheets-tester/Monster of the Week/translations/es.json
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{
"sheet-version": "Sheet Version",
"character-name": "Nombre",
"character-gender": "Género",
"playbook": "Libreto",
"playbook-choice": "Libreto",
"character-look": "Apariencia",
"select-text": "Elije un Libreto de arriba de para empezar",
"stats": "Estadísticas",
"charm": "Encantador",
"cool": "Frialdad",
"sharp": "Astuto",
"tough": "Duro",
"weird": "Extraño",
"luck": "Suerte",
"luck-description": "Marca <i>Suerte</i> para cambiar el resultado de una tirada a 12 o para evitar cualquier daño por una lesión.",
"okay": "Okey",
"doomed": "Condenado",
"special": "Especial",
"harm": "Daño",
"dying": "Moribundo",
"unstable": "Inestable",
"experience": "Experiencia",
"experience-description": "Marca <i>Experiencia</i> cuando el total de una tirada sea 6 o menos, o cuando un movimiento te diga que lo hagas.",
"xp-description": "Cuando rellenes las 5 casillas, desmárcalos y eligen una opción de <i>Mejora</i>.",
"other-moves": "Otros Movimientos",
"gear": "Equipamiento",
"other-gear": "Otro Equipo",
"improvements": "Mejoras",
"improvements-description": "Cuando tengas 5 <i>Experiencia</i> puedes elegir uno de los siguientes: (Desmarca cualquiera que ya hayas escogido)",
"max": "máx.",
"another-move": "Elige otro movimiento de tu Libreto",
"ally": "Gana un aliado",
"playbook-move": "Elige un movimiento de otro Libreto",
"advanced-improvements": "Once you have taken 5 <i>improvements</i> you may choose from these options as well as the list above when you improve",
"rating": "to any rating",
"new-playbook": "Cambia de Libreto",
"second-hunter": "Crea un segundo cazador con el que jugar",
"basic-moves": "Advance 2 basic moves",
"retire": "Retira a este cazador a un lugar seguro",
"erase-luck": "Borrar un punto de <i>Suerte</i> usado",
"after-getting-improvement": "Usar después de obtener la <i>Mejora</i> correspondiente",
"history": "Historia y Notas",
"pick-one": "elige uno",
"pick-two": "elige dos",
"pick-three": "elige tres",
"moves": "Movimientos",
"1-fixed-move": "Consigues esto",
"2-fixed-moves": "Consigues estos 2",
"1-move": "Luego elige uno de estos",
"2-moves-then": "Luego elige dos de estos",
"2-moves": "Then pick two of these",
"3-moves-then": "Luego elige tres de estos",
"3-moves": "Elige tres de estos",
"choose": "elige",
"one": "uno",
"two": "dos",
"three": "tres",
"the-chosen": "El Elegido",
"the-crooked": "El Delincuente",
"the-divine": "El Divino",
"the-expert": "El Experto",
"the-flake": "El Conspiranoico",
"the-initiate": "El Iniciado",
"the-monstrous": "El Monstruoso",
"the-mundane": "El Mundano",
"the-professional": "El Profesional",
"the-spellslinger": "The Spellslinger",
"the-spooky": "El Dotado",
"the-wronged": "El Perjudicado",
"the-gumshoe": "El Detective",
"the-hex": "El Brujo",
"the-pararomantic": "El Pararromántico",
"the-searcher": "El Buscador",
"the-exile": "El Exiliado",
"the-hardcase": "The Hard Case",
"the-luchador": "El Luchador",
"the-meddlingkid": "El Entrometido",
"the-sidekick": "El Ayudante",
"the-snoop": "El Fisgón",
"the-summoned": "El Invocado",
"the-traveler": "El Viajero",
"the-actionscientist": "The Action Scientist",
"the-biggamehunter": "The Big Game Hunter",
"the-constructed": "The Constructed",
"the-madscientist": "El Científico Loco",
"custom-playbook": "Personalizado",
"tome-of-mysteries": "Tomo de las Miserias",
"reinforcements": "Refuerzos",
"Brazilian": "Edición brasileña",
"fan-made": "Hecho por fans",
"chosen": "Elegidos",
"luck-special-chosen": "When you spend <i>Luck</i> the Keeper will bring your fate into play",
"your-fate": "Tu Destino",
"fate-description": "Cómo descubriste que eras el elegido",
"fate-unfold": "How your fate will unfold",
"heroic": "Heroico",
"fate-heroic1": "Sacrificio",
"fate-heroic2": "Rres el Campeón",
"fate-heroic3": "Visiones",
"fate-heroic4": "Secret Training",
"fate-heroic5": "True Love",
"fate-heroic6": "Magical Powers",
"fate-heroic7": "Mystical Inheritance",
"fate-heroic8": "A Normal Life",
"fate-heroic9": "The End of Monsters",
"fate-heroic10": "Hidden Allies",
"fate-heroic11": "Divine Help",
"fate-heroic12": "You Can Save the World",
"doom": "Condena",
"fate-doom1": "Muerte",
"fate-doom2": "You Can't Save Everyone",
"fate-doom3": "Impossible Love",
"fate-doom4": "Fracaso",
"fate-doom5": "A Nemesis",
"fate-doom6": "No Normal Life",
"fate-doom7": "Doubt",
"fate-doom8": "Loss of Loved Ones",
"fate-doom9": "Treachery",
"fate-doom10": "Sympathy with the Enemy",
"fate-doom11": "Perdición",
"fate-doom12": "The End of Days",
"fate-doom13": "Hosts of Monsters",
"fate-doom14": "The Source of Evil",
"chosen-fixed1": "<b>Destiny's Plaything</b> <i>At the beginning of each mystery,</i> roll +Weird to <i>see what is revealed about your immediate future.</i> On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,",
"chosen-fixed2": "<b>I'm Here for a Reason</b> There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. <i>If you die in play</i> you must spend a <i>Luck</i> point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become <i>doomed,</i> all bets are off",
"chosen-move1": "<b>The Big Entrance</b> When <i>you make a showy entrance into a dangerous situation.</i>Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present",
"chosen-move2": "<b>Devastating</b> When you <i>inflict harm,</i> you may inflict +1 harm",
"chosen-move3": "<b>Dutiful</b> When your fate rears its ugly head, and <i>you act in accordance with any of your fate tags</i> then mark experience. If it's a heroic tag then take +1 forward",
"chosen-move4": "<b>Invincible</b> You always count as having 2 armour, this doesn't stack with other protection",
"chosen-move5": "<b>Resilience</b> You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves",
"chosen-gear1": "Protective gear worth 1 armour",
"chosen-gear2": "One Special Weapon",
"chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.",
"form": "Form",
"chosen-gear3": "Staff (1 harm, hand, close)",
"chosen-gear4": "Haft (2 harm, hand, heavy)",
"chosen-gear5": "Handle (1 harm, hand, balanced)",
"chosen-gear6": "Chain (1 harm, hand, area)",
"business-end": "Business-end",
"chosen-gear7": "Business End",
"chosen-gear8": "Artifact (+magic)",
"chosen-gear9": "Spikes (+1 harm, +messy)",
"chosen-gear10": "Blade (+1 harm)",
"chosen-gear11": "Heavy (+1 harm)",
"chosen-gear12": "Long (+close)",
"chosen-gear13": "Throwable (+close)",
"material": "Material",
"material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)",
"chosen-advance1": "Delete a <i>doom</i> tag (optionally also delete a <i>heroic</i> tag)",
"Crooked": "Delincuente",
"luck-special-Crooked": "When you spend <i>Luck</i> someone from your past will re-appear in your life, soon",
"background": "Fondo",
"background-description": "Before you were a hunter what less-than-legal job did you do?",
"background1": "<b>Hoodlum</b> You can use Tough instead of Charm to <i>manipulate someone</i> with threats of violence",
"background2": "<b>Burglar</b> When you <i>break into a secure location</i> roll +Sharp. On a 10+ pick three, on a 7-9 pick two",
"background2.1": "You get in undetected",
"background2.2": "You get out undetected",
"background2.3": "You don't leave a mess",
"background2.4": "You find what you were after",
"background3": "<b>Grifter</b> When you are about to <i>manipulate someone,</i> you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely",
"background4": "<b>Fixer</b> If you <i>need to buy something, sell something, or hire someone,</i> roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one",
"background4.1": "You owe them",
"background4.2": "They screwed you ove",
"background4.3": "You screwed them over",
"background4.4": "On a miss, the only person who can help you is someone who absolutely hates you",
"background5": "<b>Assassin</b> When you take your first shot at an unsuspecting target, do +2 harm",
"background6": "<b>Charlatan</b> When you <i>want people to think you are using magic,</i> roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also <i>manipulate someone</i> with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)",
"background6.1": "You may also <i>manipulate someone</i> with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).",
"background7": "<b>Pickpocket</b> When you <i>steal something small,</i> roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice",
"crooked-move1": "<b>Artifact</b> You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a <i>Luck</i> point just once); grimoire (studying the book gives +1 to <i>use magic</i>; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with <i>Use Magic</i>)",
"crooked-artifact1": "Protective amulet (1 amour, magic, recharge)",
"crooked-artifact2": "Lucky charm (may be used as a <i>Luck</i> point just once)",
"crooked-artifact3": "Grimoire (studying the book gives +1 forward to <i>use magic</i>)",
"crooked-artifact4": "Skeleton key (opens any magically sealed lock)",
"crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with <i>Use Magic</i>)",
"crooked-move2": "<b>Crew</b> You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a <i>team</i>",
"crooked-move3": "<b>Deal with the Devil</b> You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)",
"crooked-move4": "<b>Friends on the Force</b> You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can <i>act under pressure</i> to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now",
"crooked-move5": "<b>Made</b> You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members",
"crooked-move6": "<b>Driver</b> You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles",
"crooked-move7": "<b>Home Ground</b><i></i> Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked",
"crooked-move8": "<b>Notorious</b> You have a reputation from your criminal past. When you <i>reveal who you are,</i> your terrifying reputation counts as a reason for someone to what you ask when you <i>manipulate someone.</i> Revealing your identity to someone can bring other problems later, of course",
"crooked-weapon": "Effective Weapons",
"crooked-gear1": ".22 revolver (1 harm, close, reload,<br> &nbsp; &nbsp; &nbsp; small)",
"crooked-gear2": ".38 revolver (2 harm, close, reload,<br> &nbsp; &nbsp; &nbsp; loud)",
"crooked-gear3": "9mm (2 harm, close, loud)",
"crooked-gear4": "Shotgun (3 harm, close, messy)",
"crooked-gear5": "Hunting rifle (2 harm, far, loud)",
"crooked-gear6": "Big knife (1 harm, hand)",
"crooked-gear7": "Baseball bat (1 harm, hand)",
"crooked-gear8": "Submachinegun (2 harm, close, reload,<br> &nbsp; &nbsp; &nbsp; auto",
"crooked-gear9": "Assault rifle (3 harm, close/far, auto)",
"heat": "Riesgo",
"heat-description": "You didn't get here without making enemies",
"pick-heat": "pick at least 2 of these and name the people involved",
"heat1": "A <i>police detective</i> has made it a<br> &nbsp; &nbsp; &nbsp; personal goal to put you away",
"heat2": "You have a <i>rival</i> from your background",
"heat3": "You pissed off a well connected <i>criminal,</i><br> &nbsp; &nbsp; &nbsp; and they'll do whatever they can to<br> &nbsp; &nbsp; &nbsp; destroy you",
"heat4": "You took advantage of <i>someone</i><br> &nbsp; &nbsp; &nbsp; who has special powers (a person or<br> &nbsp; &nbsp; &nbsp; monster)",
"heat5": "You betrayed <i>an old partner</i> in the<br> &nbsp; &nbsp; &nbsp; middle of a job ",
"underworld": "Bajos fondos",
"underworld-description": "Pick the circumstance that lead you to discovering the <i>real</i> underworld, then pick the creature involved",
"underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)",
"underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)",
"underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)",
"underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)",
"crooked-ally": "from your old crew",
"crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two",
"Divine": "Divine",
"luck-special-divine": "When you spend <i>Luck</i> you get word your Mission requires something difficut to me done. By you. Urgently",
"your-mission": "Your Mission",
"mission-description": "You have been put on the earth for a purpose",
"mission1": "You are here to fight the schemes of an adversary",
"mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass",
"mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs",
"mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes",
"mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at <i>any</i> cost",
"divine-move1": "<b>Boss from Beyond </b><i>At the beginning of each mystery, </i>roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the <i>investigate a mystery</i> move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure",
"divine-move2": "<b>Angel Wings </b>You can instantly go anywhere you have been before, or to a person you know well. When you <i>carry one or two people with you, </i>roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated",
"divine-move3": "<b>What I Need, When I Need It </b>You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand",
"divine-move4": "<b>Smite </b>Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy",
"divine-move5": "<b>Soothe </b><i>When you talk to someone for a few seconds in a quiet voice, </i>you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard",
"divine-move6": "<b>Lay On Hands </b>Your touch can heal any injury or disease. When you <i>lay your hands on someone hurt, </i>roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm",
"divine-move7": "<b>Cast Out Evil </b>You may <i>banish an unnatural creature from your presence. </i>Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on <i>unnatural hunters</i> (eg The Monsterous). On a miss, something is keeping it here. That's bad",
"divine-weapon": "One Divine Weapon",
"divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin",
"divine-gear1": "Flaming sword (3 harm, hand, fire,<br> &nbsp; &nbsp; &nbsp; holy) ",
"divine-gear2": "Thunder hammer (3 harm, hand, stun,<br> &nbsp; &nbsp; &nbsp; holy) ",
"divine-gear3": "Razor whip (3 harm, hand, area,<br> &nbsp; &nbsp; &nbsp; messy, holy)",
"divine-gear4": "Five demon bag (3 harm, close, magic,<br> &nbsp; &nbsp; &nbsp; holy)",
"divine-gear5": "Silver trident (3 harm, hand, silver,<br> &nbsp; &nbsp; &nbsp; holy)",
"Divine-ally": "a lesser divine being, sent from above to help you with your mission",
"Divine-advance1": "Erase one <i>Luck</i> point from your playbook",
"Expert": "Expert",
"luck-special-expert": "When you spend <i>Luck</i> you discover something happening now is related to something you were involved in years ago",
"expert-weapons": "Monster-Slaying Weapons",
"expert-gear1": "Mallet and stakes (3 harm, intimate,<br> &nbsp; &nbsp; &nbsp; slow, wooden)",
"expert-gear2": "Silver sword (2 harm, hand, messy,<br> &nbsp; &nbsp; &nbsp; silver)",
"expert-gear3": "Cold iron sword (2 harm, hand, messy,<br> &nbsp; &nbsp; &nbsp; iron)",
"expert-gear4": "Blessed knife (2 harm, hand, holy)",
"expert-gear5": "Magical dagger (2 harm, hand, magic)",
"expert-gear6": "Juju bag (1 harm, far, magic)",
"expert-gear7": "Flamethrower (3 harm, close, heavy,<br> &nbsp; &nbsp; &nbsp; fire, volitile)",
"expert-gear8": "Magnum (3 harm, close, reload, loud)",
"expert-gear9": "Shotgun (3 harm, close, messy, loud)",
"expert-move1": "<b>I've Read About This Sort of Thing</b> Roll +Sharp instead of +Cool when you <i>act under pressure</i>",
"expert-move2": "<b>Often Right</b> When <i>a hunter comes to you for advice</i> about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience",
"expert-move3": "<b>Preparedness</b> When <i>you need something unusual or rare,</i> roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad",
"expert-move4": "<b>It Wasn't as Bad as it Looked</b> Once per mystery, you may attempt to <i>keep going despite your injuries.</i> Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable",
"expert-move5": "<b>Precise Strike</b> When you inflict harm on a monster you can <i>aim for a weak spot.</i> Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster",
"expert-move6": "<b>The Woman (or Man) With the Plan</b> <i>At the beginning of each mystery, </i>roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready",
"expert-move7": "<b>Dark Past </b><i>If you trawl though your memeories </i> for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with",
"expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?",
"expert-move7.2": "What black magic do I know that could help here?",
"expert-move7.3": "Do I know anyone that might be behind this?",
"expert-move7.4": "Who do I know that can help us right now?",
"your-haven": "Your Haven",
"haven-description": "You have a haven, a safe place to work",
"haven1": "<b>Lore Library </b>When you hit the books, take +1 forward to <i>investigate a mystery</i> so long as historical or reference works are appropriate",
"haven2": "<b>Mystical Library </b>If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for <i>use magic</i>",
"haven3": "<b>Protection Spells </b>Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily",
"haven4": "<b>Armoury </b>You have a stockpile of mystical and rare monster-killing weapons and items. If you <i>need a special weapon</i> roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing",
"haven5": "<b>Infirmary </b>You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help",
"haven6": "<b>Workshop </b>You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help",
"haven7": "<b>Oubliette </b>This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out",
"haven8": "<b>Panic Room </b>This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything",
"haven9": "<b>Magical Laboratory </b>You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like <i>use magic, big magic,</i> and any other magical moves)",
"expert-advance1": "Add a haven option",
"Flake": "Flake",
"luck-special-flake": "When you spend <i>Luck</i> pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to",
"flake-move1": "<b>Connect the Dots </b>At the beginning of each mystery if <i>you look for the wider patterns </i>that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions",
"flake-move1.1": "Is this person connected to current events more than they are saying?",
"flake-move1.2": "When and where will the next critical event occur?",
"flake-move1.3": "What does the monster want from this person?",
"flake-move1.4": "Is this connected to previous mysteries we have investigated?",
"flake-move1.5": "How does this mystery connect to the bigger picture?",
"flake-move2": "<b>Crazy Eyes </b>You get +1 Weird (max +3)",
"flake-move3": "<b>See, It All Fits Together </b>You can roll +Sharp instead of +Charm when you <i>manipulate someone </i> ",
"flake-move4": "<b>Suspicious Mind </b>If someone lies to you, you know it ",
"flake-move5": "<b>Often Overlooked </b>When you<i> act all crazy </i>to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention",
"flake-move6": "<b>Contrary </b>When you<i> seek out and recieve someone's honest advice </i>on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course",
"flake-move7": "<b>Net Friends </b>You know a lot of people on the internet. When you<i> contact a net friend to help you </i>roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges",
"flake-move8": "<b>Sneaky </b>When you<i> attack from ambush or from behind, </i>inflict +2 harm",
"flake-normal": "Normal Weapon",
"flake-gear1": ".38 revolver (2 harm, close, reload,<br> &nbsp; &nbsp; &nbsp; loud)",
"flake-gear2": "9mm (2 harm, close, loud)",
"flake-gear3": "Hunting rifle (2 harm, far, loud)",
"flake-gear4": "Magnum (3 harm, close, reload, loud)",
"flake-gear5": "Shotgun (3 harm, close, messy, loud)",
"flake-gear6": "Big knife (1 harm, hand)",
"flake-hidden": "Hidden Weapons",
"flake-gear7": "Throwing knives (1 harm, close, many)",
"flake-gear8": "Holdout pistol (2 harm, close, loud, reload)",
"flake-gear9": "Garrote (3 harm, intimate)",
"flake-gear10": "Watchman's flashlight (1 harm, hand)",
"flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)",
"flake-gear12": "Butterfly knife/folding knife (1 harm, hand)",
"Flake-advance1": "Gain a haven like the <i>Expert</i> with two options",
"Flake-advance2": "Add a haven option",
"Initiate": "Iniciado",
"luck-special-initiate": "When you spend <i>Luck</i> something goes wrong for your Sect: an ill-advised project or a disasterous operation",
"your-sect": "Your Sect",
"sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?",
"sect-traditions": "Your Sect's Traditions",
"good-traditions": "Good Traditions",
"good-tradition1": "Knowledge",
"good-tradition2": "Ancient Lore",
"good-tradition3": "Magical Lore",
"good-tradition4": "Fighting Arts",
"good-tradition5": "Modernised",
"good-tradition6": "Chapters Everywhere",
"good-tradition7": "Secular Power",
"good-tradition8": "Flexible Tactics",
"good-tradition9": "Open Hierarchy",
"good-tradition10": "Rich",
"good-tradition11": "Integrated in Society",
"good-tradition12": "Nifty Gadgets",
"good-tradition13": "Magical Items",
"bad-traditions": "Bad Traditions",
"bad-tradition1": "Dubious Motives",
"bad-tradition2": "Tradition-Bound",
"bad-tradition3": "Short-Sighted",
"bad-tradition4": "Strict Laws",
"bad-tradition5": "Closed Hierarchy",
"bad-tradition6": "Factionalised",
"bad-tradition7": "Paranoid and Secretive",
"bad-tradition8": "Poor",
"bad-tradition9": "Total Obedience",
"bad-tradition10": "Obsolete Gear",
"bad-tradition11": "Tyrannical Leader",
"bad-tradition12": "Mystical Oaths",
"initiate-fixed-move1": "When you are <i>in good standing with your sect, at the beginning of each mystery,</i> roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone",
"initiate-move1": "<b>Ancient Fighting Arts </b>When <i>using an old fashioned hand weapon </i>you inflict +1 harm and get +1 when you roll to <i>protect someone</i>",
"initiate-move2": "<b>Mystic </b>Every time you <i>successfuly use magic, </i>take +1 forward",
"initiate-move3": "<b>Fortunes </b>The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you <i>look at what the future holds, </i>roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to",
"initiate-move3.1": "Have a useful object ready",
"initiate-move3.2": "Be somewhere you are needed, just in time",
"initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter",
"initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen",
"initiate-move4": "<b>Sacred Oath </b>You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned",
"initiate-move5": "<b>Mentor </b>You have a mentor in the sect, name them. When you <i>contact your mentor for info, </i>roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble",
"initiate-move6": "<b>Apprentice </b>You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an <i>ally: subordinate (motivation: to follow your instructions to the letter)</i>",
"initiate-move7": "<b>Helping Hand </b>When you successfuly <i>help out </i>another hunter, they get +2 instead of the usual +1",
"initiate-move8": "<b>That Old Black Magic </b>When you <i>use magic, </i>you can ask a question from the <i>investigate a mystery </i>move as your effect",
"inititate-armour": "Old-fashioned armour (1 armour, heavy)",
"inititate-old": "Old-fashioned Weapons",
"inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two",
"inititate-gear1": "Sword (2 harm, hand, messy)",
"inititate-gear2": "Axe (2 harm, hand, messy)",
"inititate-gear3": "Big sword (3 harm, hand, messy,<br> &nbsp; &nbsp; &nbsp; heavy)",
"inititate-gear4": "Big axe (3 harm, hand, messy, slow,<br> &nbsp; &nbsp; &nbsp; heavy)",
"inititate-gear5": "Silver knife (1 harm, hand, silver)",
"inititate-gear6": "Fighting sticks (1 harm, hand, quick)",
"inititate-gear7": "Spear (2 harm, hand, close)",
"inititate-gear8": "Mace (2 harm, hand, messy",
"inititate-gear9": "Crossbow (2 harm, close, slow)",
"initiate-modern": "Modern Weapons",
"initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one",
"inititate-gear10": ".38 revolver (2 harm, hand, close,<br> &nbsp; &nbsp; &nbsp; reload, loud",
"inititate-gear11": "9mm (2 harm, close, reload, loud)",
"inititate-gear12": "Sniper rifle (3 harm, far)",
"inititate-gear13": "Magnum (3 harm, close, reload, loud)",
"inititate-gear14": "Shotgun (3 harm, close, messy",
"Initiate-advance1": "Get command of your chapter of the Sect",
"Initiate-advance2": "Get command of your chapter of the Sect",
"Initiate-advance3": "Become the leader, or effective leader, of the whole Sect",
"Monstrous": "Monstrous",
"luck-special-monstrous": "When you spend <i>Luck</i>, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.",
"monster-breed": "Monster Breed",
"breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?",
"curses": "Curses",
"curse1": "<b>Feed </b>You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to <i>act under pressure </i>to avoid feeding whenever the perfect opportuinty presents itself",
"curse2": "<b>Vulnerability </b>Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must <i>act under pressure </i>to use your powers",
"curse3": "<b>Pure Drive </b>One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or <i>act under pressure </i>to resist",
"curse4": "<b>Dark Master </b>You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure",
"monstrous-move1": "<b>Immortal</b>: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.",
"monstrous-move2": "<b>Unnatural Appeal</b>: Roll +Weird instead of +Charm when you <i>manipulate someone</i>.",
"monstrous-move3": "<b>Unholy Strength</b>: Roll +Weird instead of +Tough when you <i>kick some ass</i>.",
"monstrous-move4": "<b>Incorporeal</b>: You may move freely though solid objects (but not people).",
"monstrous-move5": "<b>Preternatural Speed</b>: You go much faster than normal people. When you <i>chase, flee, or run</i>, take +1 ongoing.",
"monstrous-move6": "<b>Claws of the Beast</b>: Your natural attacks deal +1 harm.",
"monstrous-move7": "<b>Mental Dominion</b>: When you gaze into a normal human's eyes and <i>exert your will over them</i>, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.",
"monstrous-move8": "<b>Unquenchable Vitality</b>: When you have taken harm <i>you can heal yourself</i>. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.",
"monstrous-move9": "<b>Dark Negotiator</b>: You can use the move <i>manipulate someone</i> on monsters as well as people, if they can reason and talk.",
"monstrous-move10": "<b>Flight</b>: You can fly.",
"monstrous-move11": "<b>Shapeshifter</b>: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to <i>investigate a mystery</i> when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).",
"monstrous-move12": "<b>Something Borrowed</b>: Take a move from a hunter playbook that is <i>not currently in play</i>.",
"natural-attacks": "Natural Attacks",
"monstrous-attacks-pick": "pick one base and one extra, or pick two bases",
"monstrous-attacks1": "Base: teeth (3 harm, intimate)",
"monstrous-attacks2": "Base: claws (2 harm, hand)",
"monstrous-attacks3": "Base: magical force (1 harm, magical, close)",
"monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)",
"monstrous-attacks5": "Extra: add +1 harm to a base",
"monstrous-attacks6": "Extra: add ignore-armour to a base",
"monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)",
"monstrous-weapon": "(Optional) Handy Weapon",
"monstrous-gear1": ".38 revolver (2 harm, close, reload,<br> &nbsp; &nbsp; &nbsp; loud)",
"monstrous-gear2": "9mm (2 harm, close, loud)",
"monstrous-gear3": "Magnum (3 harm, close, reload, loud)",
"monstrous-gear4": "Shotgun (3 harm, close, messy)",
"monstrous-gear5": "Big knife (1 harm, hand)",
"monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)",
"monstrous-gear7": "Sword (2 harm, hand, messy)",
"monstrous-gear8": "Huge sword (3 harm, hand, heavy)",
"Monstrous-advance1": "Gain a haven like the <i>Expert</i> with two options",
"Monstrous-advance2": "Take a natural attacks pick",
"Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird",
"Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats",
"Mundane": "Mundane",
"luck-special-mundane": "When you spend <i>Luck</i> you'll find something wierd- maybe even useful",
"mundane-move1": "<b>Always the Victim </b>When another hunter uses <i>protect someone </i>to protect you, they mark experience. Whenever a monster captures you, you mark experience",
"mundane-move2": "<b>Oops! </b>If <i>you want to stumble across something important </i>tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ",
"mundane-move3": "<b>Let's get out of here </b>If you can <i>protect someone </i>by telling them what to do, or by leading them out, roll +Charm instead of +Tough",
"mundane-move4": "<b>Panic Button </b>When you need to escape, <i>name the route you'll try</i> and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out",
"mundane-move5": "<b>The Power of Heart </b>When fighting a monster, if you <i>help someone </i>don't roll +Cool. You automatically help as though you'd rolled a 10",
"mundane-move6": "<b>Trust Me </b>When you<i> tell a normal person the truth in order to protect them from danger, </i>roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1",
"mundane-move6.1": "They ask you a hard question first",
"mundane-move6.2": "They stall and dither a while",
"mundane-move6.3": "They have a 'better' idea",
"mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too",
"mundane-move7": "<b>What Could Go Wrong? </b>Whenever you <i>charge into immediate danger </i>without hedging your bets, hold 2. You may spend the hold to",
"mundane-move7.1": "Inflict 1 harm",
"mundane-move7.2": "Reduce someone's harm suffered by 1",
"mundane-move7.3": "Take +2 forward on an <i>act under pressure</i>",
"mundane-move8": "<b>Don't Worry, I'll Check It Out </b>Whenever you <i>go off by yourself </i>to check out somewhere (or something) scary, mark experience",
"mundane-weapon": "Mundane Weapon",
"mundane-gear1": "Golf club, baseball bat, cricket bat,<br> &nbsp; &nbsp; &nbsp; or hockey stick (2 harm, hand,<br> &nbsp; &nbsp; &nbsp; innocuous, messy)",
"mundane-gear2": "Pocket knife or multitool (1 harm,<br> &nbsp; &nbsp; &nbsp; hand, useful, small)",
"mundane-gear3": "Small handgun (2 harm, close, loud,<br> &nbsp; &nbsp; &nbsp; reload)",
"mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)",
"mundane-gear5": "Sledge-hammer or fire axe (3 harm,<br> &nbsp; &nbsp; &nbsp; hand, messy)",
"mundane-gear6": "Nunchuks (2 harm, hand, area)",
"mundane-transport": "Means of Transport",
"mundane-gear7": "Skateboard",
"mundane-gear8": "Bicycle",
"mundane-gear9": "Fairly new car in decent condition",
"mundane-gear10": "Classic car in terrible condition",
"mundane-gear11": "Motocicleta",
"mundane-gear12": "Van",
"Professional": "Professional",
"luck-special-professional": "When you spend <i>Luck</i> your next mission from the Agency comes with lots of red tape. Lots",
"agency": "Agency",
"agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?",
"agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?",
"resources": "Resources",
"agency1": "Well Armed",
"agency2": "Well Financed",
"agency3": "Rigorous Training",
"agency4": "Official Pull",
"agency5": "Cover Identities",
"agency6": "Good Intel",
"agency7": "Offices all over the place",
"agency8": "Support Teams",
"agency9": "Weird Tech Gadgets",
"agency10": "Recognised Authority",
"red-tape": "Red Tape",
"agency11": "Dubious Motives",
"agency12": "Bureaucratic",
"agency13": "Inter-departmental Rivalry",
"agency14": "Secretive Hierarchy",
"agency15": "Budget Cuts",
"agency16": "Take No Prisoners",
"agency17": "Hostile Superiors",
"agency18": "Cryptic Missions",
"agency19": "Live Capture Policy",
"professional-fixed-move1": "When you <i>deal with the agency, </i>requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out",
"professional-move1": "<b>Bottle it Up </b>If you want, you can take up to +3 bonus when you <i>act under pressure. </i>For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move <i>except act under pressure</i> ",
"professional-move2": "<b>Unfazeable </b>Take +1 Cool (max +3) ",
"professional-move3": "<b>Battlefield Awareness </b>You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear",
"professional-move4": "<b>Leave No One Behind </b>In combat when you <i>help someone escape, </i>roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention",
"professional-move5": "<b>Tacticle Genius </b>When you <i>read a bad situation </i>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 stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid",
"professional-move7": "<b>Mobility </b>You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing",
"professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage",
"professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow",
"professional-armour": "Armour",
"professional-gear1": "Flak Vest (1 amrour, hidden)",
"professional-gear2": "Combat Armour (1 armour, heavy)",
"professional-serious-weapon": "Serious Weapons",
"professional-gear3": "Assault rifle (3 harm, far, area, loud,<br> &nbsp; &nbsp; &nbsp; reload",
"professional-gear4": "Grenade launcher (4 harm, far, area,<br> &nbsp; &nbsp; &nbsp; messy, loud, reload)",
"professional-gear5": "Sniper rifle (4 harm, far)",
"professional-gear6": "Grenades (4 harm, close, area, messy,<br> &nbsp; &nbsp; &nbsp; loud)",
"professional-gear7": "Submachine gun (3 harm, close, area,<br> &nbsp; &nbsp; &nbsp; loud, reload)",
"professional-normal-weapon": "Normal Weapons",
"professional-gear8": ".38 revolver (2 harm, close, reload,<br> &nbsp; &nbsp; &nbsp; loud)",
"professional-gear9": "9mm (2 harm, close, loud)",
"professional-gear10": "Hunting rifle (2 harm, far, loud)",
"professional-gear11": "Shotgun (3 harm, close, messy)",
"professional-gear12": "Big knife (1 harm, hand)",
"Professional-advance1": "Add a resource tag <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 player's hunters hired by your Agency. They get the <i>deal with the agency</i> move as well as salery and benefits",
"Spellslinger": "Spellslinger",
"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": "One Backup Weapon",
"spellslinger-gear1": "Old revolver (2 harm, close, reload,<br> &nbsp; &nbsp; &nbsp; loud)",
"spellslinger-gear2": "Ritual knife (1 harm, hand)",
"spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)",
"extra-fixed-move": "And you get this",
"spellslinger-fixed-move1": "<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 attack spells you can use as weapons. When you <i>kick some ass</i> with your spells 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,<br> &nbsp; &nbsp; &nbsp; loud)",
"base2": "Ball (1 harm, magic, area, close,<br> &nbsp; &nbsp; &nbsp; obvious, loud)",
"base3": "Missile (1 harm, magic, far, obvious,<br> &nbsp; &nbsp; &nbsp; loud)",
"base4": "Wall (1 harm, magic, barrier, close,<br> &nbsp; &nbsp; &nbsp; 1 armour, obvious, loud)",
"effects": "Effects",
"effect1": "Fire (Add '+2 harm, fire' to a base) If<br> &nbsp; &nbsp; &nbsp; you get a 10+ on a combat magic roll,<br> &nbsp; &nbsp; &nbsp; the fire won't spread)",
"effect2": "Force or Wind (Add '+1 harm, forceful'<br> &nbsp; &nbsp; &nbsp; to a base or '+1 armour' to a wall)",
"effect3": "Lightning or Entropy (Add '1 harm,<br> &nbsp; &nbsp; &nbsp; messy' to a base)",
"effect4": "Frost or Ice (Add '-1 harm, +2 armour'<br> &nbsp; &nbsp; &nbsp; to a wall, or '+1 harm, restraining' to<br> &nbsp; &nbsp; &nbsp; other bases)",
"effect5": "Earth (Add 'forceful, restraining' to a<br> &nbsp; &nbsp; &nbsp; 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 then you may ignore the third",
"spellslinger-move2": "<b>Arcane Reputation </b>Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use <i>manipulate someone </i>on affected humans. You may also use <i>manipulate someone </i>on affected monsters, 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": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled",
"spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid",
"spellslinger-move4": "<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-move5": "<b>Go Big or Go Home </b>When you must <i>use magic </i>as a requirement for <i>big magic, </i>take +1 forward to those <i>use magic </i>rolls",
"spellslinger-move6": "<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-move7": "<b>Not My Fault </b>+1 to <i>act under pressure </i>when dealing with the consequences of your own spellcasting",
"spellslinger-move8": "<b>Practitioner </b>Choose two of the <i>use magic </i>effects. You get +1 to <i>use magic </i>when choosing 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 your third eye </i>for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!",
"Spellslinger-advance1": "Take another Combat Magic pick",
"Spellslinger-advance2": "You may cross off another option from your <i>Tools and Techniques</i>",
"Spooky": "Spooky",
"luck-special-spooky": "As 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 you power, urges that bubble up inside you, or something else",
"dark-side1": "Violence",
"dark-side2": "Depression",
"dark-side3": "Secrets",
"dark-side4": "Lust",
"dark-side5": "Dark Bargain",
"dark-side6": "Guilt",
"dark-side7": "Soulless",
"dark-side8": "Addiction",
"dark-side9": "Mood Swings",
"dark-side10": "Rage",
"dark-side11": "Self-Destruction",
"dark-side12": "Greed for Power",
"dark-side13": "Pain",
"dark-side14": "Poor Impulse Control",
"dark-side15": "Hallucinations",
"dark-side16": "Paranoia",
"dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)",
"spooky-move1": "<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 actually needing to talk. You can also <i>manipulate someone </i>without speaking. You still roll the 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 effects, you may pick from the following",
"spooky-move2.1": "The target contracts a disease",
"spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)",
"spooky-move2.3": "The target breaks something precious or important",
"spooky-move3": "<b>The Sight </b>You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you <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 coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make",
"spooky-move5": "<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 too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself",
"spooky-move6": "<b>The Big Whammy </b>You can use your powers to <i>kick some ass, </i>(2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash",
"spooky-move6.1": "Where is the creature right now?",
"spooky-move6.2": "What is it planning to do right now?",
"spooky-move6.3": "Who is it going to attack next?",
"spooky-move6.4": "Who does it regard as the biggest threat?",
"spooky-move6.5": "How can I attract its attention?",
"spooky-move7": "<b>Tune In </b>You can <i>attune your mind to a monster or minion. </i>Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers",
"spooky-move8": "<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 to",
"spooky-move8.1": "Interfere with a hunter, giving them -1 forward",
"spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy",
"spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do",
"spooky-move8.4": "Inflict 1 harm on the target due to an accident",
"spooky-move8.5": "The target finds something you left for them",
"spooky-move8.6": "The target loses something that you will soon find",
"spooky-items": "Any items or amulets that you use to invoke your powers",
"spooky-weapons": "Normal Weapons",
"spooky-gear1": ".38 revolver (2 harm, close, reload,<br> &nbsp; &nbsp; &nbsp; loud)",
"spooky-gear2": "9mm (2 harm, close, loud)",
"spooky-gear3": "Hunting rifle (2 harm, far, loud)",
"spooky-gear4": "Shotgun (3 harm, close, messy)",
"spooky-gear5": "Big knife (1 harm, hand)",
"Spooky-advance1": "Change some or all of your Dark Side tags",
"Spooky-advance2": "Gain a Mystical Library, like the Haven option of the <i>Expert</i>",
"Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag",
"Wronged": "Wronged",
"luck-special-wronged": "When you spend <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": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)",
"lost-save-them": "Why couldn't you save them? You were",
"lost1": "At fault",
"lost2": "Selfish",
"lost3": "Injured",
"lost4": "Débil",
"lost5": "Slow",
"lost6": "Asustada/o",
"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 to \"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>Tools Matter </b>With your signature weapon you get +1 to <i>kick some ass</i>",
"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>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-armour": "Protective wear suited to your look (1 armour)",
"wronged-signature": "Signature Weapons",
"wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,<br> &nbsp; &nbsp; &nbsp; messy, loud, reload)",
"wronged-gear2": "Hand cannon (3 harm, close, loud)",
"wronged-gear3": "Fighting knife (2 harm, hand, quiet)",
"wronged-gear4": "Huge sword or huge axe (3 harm, hand,<br> &nbsp; &nbsp; &nbsp; messy, heavy)",
"wronged-gear5": "Enchanted dagger (2 harm, hand,<br> &nbsp; &nbsp; &nbsp; magic)",
"wronged-gear6": "Chainsaw (3 harm, hand, messy,<br> &nbsp; &nbsp; &nbsp; unreliable, loud, heavy)",
"wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper",
"wronged-weapon": "Practical Weapons",
"wronged-gear8": ".38 revolver (2 harm, close, reload,<br> &nbsp; &nbsp; &nbsp; loud)",
"wronged-gear9": "9mm (2 harm, close, loud)",
"wronged-gear10": "Hunting rifle (2 harm, far, loud)",
"wronged-gear11": "Shotgun (3 harm, close, messy)",
"wronged-gear12": "Big knife (1 harm, hand)",
"wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)",
"wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)",
"wronged-vehicle": "Vehicles",
"wronged-gear15": "Classic car",
"wronged-gear16": "Classic motorcycle",
"wronged-gear17": "Plain pickup",
"wronged-gear18": "Plain van",
"Wronged-advance1": "Gain a haven like the <i>Expert</i> with two options",
"Wronged-advance2": "Add one more option to your haven",
"Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them",
"Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; <i>I know my prey</i> now applies to them instead",
"Gumshoe": "Gumshoe",
"luck-special-gumshoe": "When you spend <i>Luck</i>, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!",
"Gumshoe-Adv-harm": "Extra harm box",
"gumshoeCode": "Gumshoe Code",
"gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.",
"gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.",
"gumshoeCode-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,<br> &nbsp; &nbsp; &nbsp; loud)",
"Gumshoe-gear11": "9mm (2 harm, close, loud)",
"Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)",
"Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)",
"Gumshoe-gear14": "Switchblade (1-harm, hand, small)",
"Gumshoe-advance1": "Add an extra harm box on the Dying side",
"Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the <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,<br> &nbsp; &nbsp; &nbsp; loud)",
"hex-gear2": "Shotgun (3 harm, close, messy, loud)",
"hex-gear3": "Athame (2 harm, hand, magic, silver)",
"hex-gear4": "Shillelagh (1 harm, hand, balanced)",
"hex-gear5": "Crossbow (2 harm, close, slow)",
"hex-gear6": "Staff (1 harm, hand, balanced, large)",
"hex-advmove": "Advanced Hex Moves",
"hex-advmove-desc": "When you take the corresponding <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": "Tentación",
"temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your <i>Temptation</i> drove you to learn magic, or if learning magic drove you to it",
"temptation-desc2": "Whenever you give in to your <i>Temptation</i> and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to <i>act under pressure</i> to resist giving in to your <i>Temptation</i>. If you fail this roll, you <b>don’t mark experience</b> like you would have if you’d willingly acted out your desires.",
"temptation-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,<br> &nbsp; &nbsp; &nbsp; or hockey stick (2 harm, hand,<br> &nbsp; &nbsp; &nbsp; innocuous, messy)",
"pararomantic-gear2": "Pocket knife or multitool (1 harm,<br> &nbsp; &nbsp; &nbsp; hand, useful, small)",
"pararomantic-gear3": "Small handgun (2 harm, close, loud,<br> &nbsp; &nbsp; &nbsp; reload)",
"pararomantic-gear4": "Bicycle",
"pararomantic-gear5": "Fairly new car in decent condition",
"pararomantic-gear6": "Motocicleta",
"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": "Sword (2 harm, hand, messy)",
"exile-gear2": "Axe (2 harm, hand, messy)",
"exile-gear3": "Big sword (3 harm, hand, messy,<br> &nbsp; &nbsp; &nbsp; heavy)",
"exile-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": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper",
"hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)",
"hardcase-gear4": "Huge knife (2 harm, hand, messy)",
"hardcase-gear5": "Hand cannon (3 harm, close, loud)",
"hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)",
"hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)",
"hardcase-normal": "Normal Weapons",
"hardcase-gear8": ".38 revolver (2 harm, close, reload,<br> &nbsp; &nbsp; &nbsp; loud)",
"hardcase-gear9": "Shotgun (3 harm, close, messy, loud)",
"hardcase-gear10": "Hunting rifle (2 harm, far, loud)",
"hardcase-gear11": "9mm (2 harm, close, loud)",
"hardcase-gear12": "Big knife (1 harm, hand)",
"hardcase-gear13": "Magnum (3 harm, close, reload, loud)",
"hardcase-advance1": "Gain command of a team of monster-hunters",
"hardcase-advance2": "Add an extra harm box on the Dying side",
"Luchador": "Luchador",
"luck-special-luchador": "The <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,<br> &nbsp; &nbsp; &nbsp; loud)",
"luchador-gear2": "9mm (2 harm, close, loud)",
"luchador-gear3": "Shotgun (3 harm, close, messy, loud)",
"luchador-gear4": "Heavy chain (2 harm, hand, area)",
"luchador-gear5": "Sledgehammer (3 harm, hand, messy)",
"luchador-gear6": "Big knife (1 harm, hand)",
"luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)",
"luchador-vehicle": "Stylish Vehicle",
"luchador-gear8": "Foreign sports car",
"luchador-gear9": "Giant off-road vehicle",
"luchador-gear10": "Limo and chauffeur",
"luchador-gear11": "Tricked out motorcycle",
"luchador-gear12": "Van with custom paint job",
"luchador-ally": "another wrestler who has chosen to fight monsters with you",
"luchador-advance1": "Encuentra un Refugio, como el <i>Experto</i> con dos opciones",
"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": "Inflinge 1 daño",
"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>Bodyguard</b>: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.",
"sidekick-move3.1": "the monster (or person) is now between you and escape.",
"sidekick-move3.2": "your hiding spot is bound to be spotted soon.",
"sidekick-move3.3": "you leave something important out in the open.",
"sidekick-move4": "<b>Me Too!</b>: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.",
"sidekick-move5": "<b>I Can Make You Look Good</b>: If you <i>help out</i> your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.",
"sidekick-move6": "<b>Journeyman (or Journeywoman)</b>: Take a move that your hero has.",
"sidekick-move7": "<b>Journeyman (or Journeywoman)</b>: Take a move that your hero has.",
"sidekick-hero-weapon": "Hero's Weapon <i>(from your hero's gear options)</i>",
"sidekick-weapons": "Sidekick Weapons",
"sidekick-gear1": ".38 revolver (2 harm, close, reload,<br> &nbsp; &nbsp; &nbsp; loud)",
"sidekick-gear2": "Shotgun (3 harm, close, messy, loud)",
"sidekick-gear3": "Baseball bat (2 harm, hand)",
"sidekick-gear4": "9mm (2 harm, close, loud)",
"sidekick-gear5": "Big knife (1 harm, hand)",
"sidekick-ally": "another sidekick for your hero, your junior",
"sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)",
"sidekick-advance2": "Change your hero; pick another hunter to be your new hero",
"Snoop": "Snoop",
"luck-special-snoop": "When you spend <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": "9mm (2 harm, close, loud)",
"snoop-gear26": "Knife (1 harm, hand, hidden)",
"snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)",
"snoop-advance1": "Gain a Haven, like the <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": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)",
"summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)",
"summoned-gear6": "Red right hand (3 harm, hand, magic)",
"summoned-heavy": "Armas Pesadas",
"summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)",
"summoned-gear8": "Big sword (3 harm, hand, heavy, messy)",
"summoned-gear9": "Big axe (3 harm, hand, heavy, messy)",
"summoned-gear10": "Magnum (3 harm, close, loud, reload)",
"summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)",
"summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command",
"summoned-advance2": "Get a position in a Sect, like the <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": "Shotgun (3 harm, close, messy, loud, reload)",
"traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)",
"traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)",
"traveler-advance1": "Delete the move <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": "Nombre",
"custom-move-description": "Description",
"custom-gear": "Playbook Gear",
"random-translation": "Prompting CrowdIn to Update"
}