diff --git a/Monster of the Week Official/translations/fi.json b/Monster of the Week Official/translations/fi.json index 01472cdba7..52aac7835f 100644 --- a/Monster of the Week Official/translations/fi.json +++ b/Monster of the Week Official/translations/fi.json @@ -606,7 +606,7 @@ "wronged-move1": "Berserk: 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": "NEVER AGAIN: In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose the option \"suffer little harm\".", "wronged-move3": "What Does Not Kill Me...: If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.", - "wronged-move4": "Fervour: When you manipulate someone, roll +Tough instead of +Charm.", + "wronged-move4": "Fervor: When you manipulate someone, roll +Tough instead of +Charm.", "wronged-move5": "Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour).", "wronged-move6": "DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+, it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", @@ -1749,6 +1749,212 @@ "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Standard Mystery": "Standard Mystery", + "Atonement Mystery": "Atonement Mystery", + "Default": "Default", + "Bone Spear (Codex of Worlds)": "Bone Spear (Codex of Worlds)", + "Dreaming With the Gods (Codex of Worlds)": "Dreaming With the Gods (Codex of Worlds)", + "Gothic Century (Codex of Worlds)": "Gothic Century (Codex of Worlds)", + "Monster Marches (Codex of Worlds)": "Monster Marches (Codex of Worlds)", + "Off": "Off", + "On": "On", + "villain": "Villain", + "Villain": "Villain", + "community-tracker": "Community Tracker", + "Patron Spirit": "Patron Spirit", + "The Loner": "The Loner", + "The Lore-Holder": "The Lore-Holder", + "The Other-Folk": "The Other-Folk", + "The Spirit-Touched": "The Spirit-Touched", + "Mark of the Spirit-Touched": "Mark of the Spirit-Touched", + "Game Options": "Game Options", + "World Settings": "World Settings", + "(Use this to change the moves, gear, and other sheet features to match the selected published setting.)": "(Use this to change the moves, gear, and other sheet features to match the selected published setting.)", + "Non-Lethal Gear Options": "Non-Lethal Gear Options", + "(Turn on to add the non-lethal gear options from Codex of Worlds to your playbook’s Gear section.)": "(Turn on to add the non-lethal gear options from Codex of Worlds to your playbook’s Gear section.)", + "Mystery Type": "Mystery Type", + "A “transgression” field will be added to Monsters and Phenomena. Enter the sin or wrongdoing for the mystery there. In case you want to use a Weaknesses as well, that field is left intact but may be ignored.": "A “transgression” field will be added to Monsters and Phenomena. Enter the sin or wrongdoing for the mystery there. In case you want to use a Weaknesses as well, that field is left intact but may be ignored.", + "Bone Spear Playbooks": "Bone Spear Playbooks", + "The Loner: This is a reworked version of the Crooked, someone no longer welcome in the community proper due to their background. The community hasn’t completely cast them out, but they’re viewed with suspicion.": "The Loner: This is a reworked version of the Crooked, someone no longer welcome in the community proper due to their background. The community hasn’t completely cast them out, but they’re viewed with suspicion.", + "The Lore-Holder: The Lore-holder is the Stone Age version of the Expert.": "The Lore-Holder: The Lore-holder is the Stone Age version of the Expert.", + "The Other-Folk: This replaces the Monstrous playbook and has a variety of options to add a Stone Age feel.": "The Other-Folk: This replaces the Monstrous playbook and has a variety of options to add a Stone Age feel.", + "The Spirit-Touched: This is a reworking of the Divine. In this setting, the Spirit-Touched is a person who has been imbued with great power by a spirit. You may have sought this out, or it may have been imposed on you. Either way, you have made a deal that you can’t get out of now.": "The Spirit-Touched: This is a reworking of the Divine. In this setting, the Spirit-Touched is a person who has been imbued with great power by a spirit. You may have sought this out, or it may have been imposed on you. Either way, you have made a deal that you can’t get out of now.", + "Ambush": "Ambush", + "When you launch a surprise attack or unleash a trap, inflict harm as established.": "When you launch a surprise attack or unleash a trap, inflict harm as established.", + "Crafting": "Crafting", + "When you want to repair or make gear, discuss what you want to do with the Keeper.Normally when making something new, you will use the listed defaults for a piece of gear from the basic gear list. If you want to make something else, get agreement amongst the group about whether it is possible and what the basic tags will be.If the hunter puts themself in danger or jeopardises the investigation of a mystery in order to acquire rare or special materials for crafting, they take +1 forward on the roll.": "

When you want to repair or make gear, discuss what you want to do with the Keeper.

Normally when making something new, you will use the listed defaults for a piece of gear from the basic gear list. If you want to make something else, get agreement amongst the group about whether it is possible and what the basic tags will be.

If the hunter puts themself in danger or jeopardises the investigation of a mystery in order to acquire rare or special materials for crafting, they take +1 forward on the roll.", + "Repair Something": "Repair Something", + "To repair something, agree with the Keeper what materials you will use and how long it will take. Then roll +Sharp: On a 10+, it is restored to its maximum wear level. On a 7-9, restore 2 points of wear, and if you take extra time, restore 1 more. On a miss, restore 2 wear, but the Keeper decides what bad thing happened as you took the time.": "To repair something, agree with the Keeper what materials you will use and how long it will take. Then roll +Sharp:

", + "Advanced Crafting": "Advanced Crafting", + "On a 12+, add an extra and restore the item to its maximum wear level.": "", + "Make Something New": "Make Something New", + "To make something new, say what you want to make and agree with the Keeper what materials you will use and how long it will take. Then roll +Sharp: On a 10+, you make it. Pick one extra.On a 7-9, you make it, but you must take extra time or allow the Keeper to reduce starting wear by 3 or add a tag.On a miss, you make it, but the Keeper decides what bad thing happened as you created it.": "To make something new, say what you want to make and agree with the Keeper what materials you will use and how long it will take. Then roll +Sharp: ", + "On a 12+, you make it plus pick two extras.": "", + "Extras": "Extras", + "Add a tag.Add +1 maximum wear.Add +1 harm (for a weapon, may only be selected twice per item).Add +1 armour (for clothes or protective gear, may only be selected once per item).Change or remove a tag from the basic ones for that gear.": "", + "Healing": "Healing", + "The regular Monster of the Week healing rules are not in effect. Instead, use these. Injuries in the Stone Age are more serious. Note that for illnesses, the healing rules are fairly punishing. If you use magic to cure an illness, it will usually be easier. The healing basic moves can’t be advanced. Any playbook moves that affect healing remain the same.": "The regular Monster of the Week healing rules are not in effect. Instead, use these. Injuries in the Stone Age are more serious. Note that for illnesses, the healing rules are fairly punishing. If you use magic to cure an illness, it will usually be easier. The healing basic moves can’t be advanced. Any playbook moves that affect healing remain the same.", + "Recovery After the Mystery": "Recovery After the Mystery", + "Between mysteries, all hunters recover 2-harm and remove the unstable status. Short-term illnesses may be gone (at the Keeper’s discretion).": "Between mysteries, all hunters recover 2-harm and remove the unstable status. Short-term illnesses may be gone (at the Keeper’s discretion).", + "Endure Harm Each Day": "Endure Harm Each Day", + "When you have an unhealed injury or illness, you must endure harm each day. Roll +Tough, and if your harm is unstable, take –1:On a 12+, recover 1-harm.On a 10+, the harm is stabilised (if unstable), otherwise recover 1-harm.On a 7-9, you become unstable (if not already), otherwise suffer 1-harm.On a miss, you become unstable (if not already) and suffer 1-harm.": "When you have an unhealed injury or illness, you must endure harm each day. Roll +Tough, and if your harm is unstable, take –1:", + "Healing an Injury": "Healing an Injury", + "When a hunter tries to heal an injury or cure a disease, gather the required medical supplies and roll +Sharp:On a 12+, they recover 1-harm and become stable.On a 10+, their harm is stabilised (if unstable), otherwise heal 1-harm.On a 7-9, they become unstable (if not already), otherwise no change.On a miss, they become unstable (if not already), otherwise they suffer 1-harm.You may only use this move to heal each injury once. You may not heal your own injuries.": "When a hunter tries to heal an injury or cure a disease, gather the required medical supplies and roll +Sharp:You may only use this move to heal each injury once. You may not heal your own injuries.", + "When you help another hunter, roll +Charm. On a 10+, your help grants them +1 to their roll. On a 7-9, your help grants them +1 to their roll, but you also expose yourself to trouble or danger.": "When you help another hunter, roll +Charm. On a 10+, your help grants them +1 to their roll. On a 7-9, your help grants them +1 to their roll, but you also expose yourself to trouble or danger.", + "Each hold may be spent to ask the Keeper one of the following questions:What happened here?What sort of creature or effect is it?What can it do?What can hurt it?Where did it go?What was it going to do?What is being concealed here?What might it want?What is causing this effect?What might fix, cure, or slow down this effect?How far does this effect reach?": "Each hold may be spent to ask the Keeper one of the following questions:", + "Intimidate": "Intimidate", + "When you try to get your way by threats and tough talk, roll +Tough. On a 10+, they do what you say. On a 7-9, you may inflict harm and they’ll do it, otherwise let them go. On a miss, it’s a fight now.": "When you try to get your way by threats and tough talk, roll +Tough. On a 10+, they do what you say. On a 7-9, you may inflict harm and they’ll do it, otherwise let them go. On a miss, it’s a fight now.", + "Advanced Intimidate": "Advanced Intimidate", + "On a 12+, they do what you say and don’t hold a grudge. If they’re a member of your community, add a mark to their hunter support track.": "On a 12+, they do what you say and don’t hold a grudge. If they’re a member of your community, add a mark to their hunter support track.", + "Persuade": "Persuade", + "When you attempt to convince someone to do what you want, first check with the Keeper if you have any chance. They decide if:This person is open to persuasion.The hunter must do something first.It’s just not happening.If the person is open to it, or the hunter has done the required thing, make your argument and roll +Charm.On a 10+, they are convinced.On a 7-9, they are convinced, but the hunter owes them.On a miss, you have angered and offended them.": "When you attempt to convince someone to do what you want, first check with the Keeper if you have any chance. They decide if:If the person is open to it, or the hunter has done the required thing, make your argument and roll +Charm.", + "Advanced Persuade": "Advanced Persuade", + "On a 12+, they’re convinced. If they’re a member of your community, add a mark to their hunter support track. If they are an outsider, they instead become an ally.": "On a 12+, they’re convinced. If they’re a member of your community, add a mark to their hunter support track. If they are an outsider, they instead become an ally.", + "Pursuit": "Pursuit", + "When you’re tracking or chasing a target, the Keeper makes a countdown to track how far ahead your prey is (guidelines—close: 4 boxes, very far: 8 boxes). As the pursuit continues, the Keeper may erase an earned mark on the countdown if the target makes a move or takes steps to conceal their trail. When you fill the countdown track, you have caught up with your prey.": "When you’re tracking or chasing a target, the Keeper makes a countdown to track how far ahead your prey is (guidelines—close: 4 boxes, very far: 8 boxes). As the pursuit continues, the Keeper may erase an earned mark on the countdown if the target makes a move or takes steps to conceal their trail. When you fill the countdown track, you have caught up with your prey.", + "Chase": "Chase", + "When you chase your prey, roll +Sharp. On a 10+, pick three options. On a 7-9, pick two options. On a 6 or less, pick one option, but not “avoid dangers.” The Keeper will tell you what dangers you encounter.": "When you chase your prey, roll +Sharp. On a 10+, pick three options. On a 7-9, pick two options. On a 6 or less, pick one option, but not “avoid dangers.” The Keeper will tell you what dangers you encounter.", + "Advanced Pursuit": "Advanced Pursuit", + "On a 12+, you close the distance plus pick three options from the following list.": "On a 12+, you close the distance plus pick three options from the following list.", + "Pursuit Options": "Pursuit Options", + "Close the distance—mark one box. May be selected multiple times.Avoid dangers.Don’t mark 1 wear on a piece of gear.Find something useful along the way.": "", + "Inflict harm (1-harm ignore-armour magic obvious).Enchant a weapon. It gets +1 harm and +magic.Do one thing that is beyond human limitations.Bar a place or portal to a specific person or a type of creature.Trap a specific person, minion, or monster.Banish a spirit or curse from the person, object, or place it inhabits.Summon a monster into the world.Communicate with anything. You can use this effect to talk to things that normally don’t talk: animals, plants, rocks, rivers, the sky, etc. Ultimately, everything has a soul.Observe another place or time.Heal 1-harm from an injury, or cure a disease, or neutralize a poison.": "", + "The spell requires weird materials.The spell will take 10 seconds, 30 seconds, or 1 minute to cast.The spell requires ritual chanting and gestures.The spell requires you to draw mystic designs.You need one or two people to help cast the spell.You need the advice or assistance of a spirit.You must sacrifice something of value (this often is part of making a deal with a spirit).You must enter an altered state of consciousness (with music, dance, and/or drugs).You must seek the assistance of the community shamans and lore-keepers.You must take part in a particular ceremony.": "", + "Dive Into Dreams": "Dive Into Dreams", + "The only sure way to dive into dreams is to inhale the holy mist coming from a shaft on the isle of Icareum, the main stronghold of Dream Alchemists. Depending on the boons you chose, it might be possible to dive into them from other places as well. Additionally, the hunters can always dive into dreams with an appropriate big magic ritual. If a hunter dives into dreams using alchemical vapours, they enter a trance—their body relaxes and their eyes seem to be looking at invisible vistas, but you can see glimpses of what they see in dreams in their eyes if you look close enough.": "The only sure way to dive into dreams is to inhale the holy mist coming from a shaft on the isle of Icareum, the main stronghold of Dream Alchemists. Depending on the boons you chose, it might be possible to dive into them from other places as well. Additionally, the hunters can always dive into dreams with an appropriate big magic ritual. If a hunter dives into dreams using alchemical vapours, they enter a trance—their body relaxes and their eyes seem to be looking at invisible vistas, but you can see glimpses of what they see in dreams in their eyes if you look close enough.", + "When you dive into dreams, first specify the Depth of your dive: shallow (0), medium (1), or deep (2). Then roll +Weird and add Depth to the result.On a 7-9, you find the answer to a single question about the Golden Age.On a 10+, you find the answer and additionally, the Keeper gives you a valuable glimpse of another secret related to the Ancient Ones.On a miss, you get overwhelmed by the dreams and are unable to see the waking world clearly—once you return, you get –2 forward to your next read a bad situation or act under pressure roll.": "When you dive into dreams, first specify the Depth of your dive: shallow (0), medium (1), or deep (2). Then roll +Weird and add Depth to the result.", + "Return From a Dream": "Return From a Dream", + "Diving into dreams has its dangers, represented by a Depth roll. When you return from a dream, roll –Depth of your dive:On a 10+, you return without trouble.On a 7-9, you encounter a brief obstacle that might take some action against you, but you return no matter how this encounter resolves.On a miss, you encounter an obstacle that imprisons you in dreams until you overcome it.For the purpose of overcoming those obstacles, you have the same stats in dreams as when awake and your dream form has all your gear on them.": "Diving into dreams has its dangers, represented by a Depth roll. When you return from a dream, roll –Depth of your dive:For the purpose of overcoming those obstacles, you have the same stats in dreams as when awake and your dream form has all your gear on them.", + "Answers from the Golden Age": "Answers from the Golden Age", + "Having a question about the Golden Age answered can have various benefits depending on what the question was about:+2 forward to a move dealing with a specific Ancient Ones-related challenge.+1 ongoing to moves dealing with a specific field of Ancient Ones-related challenges.Ability to create new sorts of gear, on a similar power level to sample starting gear, in a workshop designed for work with Ancient Ones’ designs (like those in Dream Alchemists’ enclaves).+2 forward to use the hunter’s basic Weird move.Other effects agreed upon by the hunter and the Keeper.A valuable glimpse into the Golden Age has the same possible benefits but in this case the Keeper chooses. They have to choose something useful in the current situation or in line with the hunter’s long-term goals, plans, or abilities.": "Having a question about the Golden Age answered can have various benefits depending on what the question was about:A valuable glimpse into the Golden Age has the same possible benefits but in this case the Keeper chooses. They have to choose something useful in the current situation or in line with the hunter’s long-term goals, plans, or abilities.", + "Spirit Friend": "Spirit Friend", + "Spirits like you, and one is your good friend. You must follow certain rules to retain its goodwill—restrictions to how you live, often self-denial such as fasting or celibacy. Create a spirit ally with the Keeper and agree what rules you must follow. You may roll +Weird instead of +Charm when you persuade a spirit.": "Spirits like you, and one is your good friend. You must follow certain rules to retain its goodwill—restrictions to how you live, often self-denial such as fasting or celibacy. Create a spirit ally with the Keeper and agree what rules you must follow. You may roll +Weird instead of +Charm when you persuade a spirit.", + "Ancestral Favour": "Ancestral Favour", + "When you spend a point of Ancestral Favour, pick one:Decrease a wound you have suffered to 0 harm.After you roll, retroactively change the result to a 12.When you have no favour left, bad things will happen to you.Ancestral Favour may be restored when spent. To restore a point, you must do something that the ancestral spirits and spirits of your community regard as a major achievement. Usually this means success in a mystery that’s of special interest to the spirits, but you may also speak to a spirit and ask them for a quest to restore an Ancestral Favour.Anything else that would normally apply to Luck (such as an improvement that erases a Luck mark or a move referring to Luck) applies the same to Ancestral Favour.": "

When you spend a point of Ancestral Favour, pick one:

When you have no favour left, bad things will happen to you.

Ancestral Favour may be restored when spent. To restore a point, you must do something that the ancestral spirits and spirits of your community regard as a major achievement. Usually this means success in a mystery that’s of special interest to the spirits, but you may also speak to a spirit and ask them for a quest to restore an Ancestral Favour.

Anything else that would normally apply to Luck (such as an improvement that erases a Luck mark or a move referring to Luck) applies the same to Ancestral Favour.", + "Talking to Monsters and Other Things": "Talking to Monsters and Other Things", + "In this setting, all monsters are essentially human-like in nature: you may potentially talk to, make deals with, or try to persuade anyone: person, monster, animal, tree, or other natural objects. Sometimes the entity will be ready to talk, other times you might need to use magic to awaken the spirit.": "In this setting, all monsters are essentially human-like in nature: you may potentially talk to, make deals with, or try to persuade anyone: person, monster, animal, tree, or other natural objects. Sometimes the entity will be ready to talk, other times you might need to use magic to awaken the spirit.", + "End of a Mystery": "End of a Mystery", + "At the end of each mystery, there are a few things to do before you start the next one:Mark a community support on one person the hunter team agrees they helped in the course of the mystery.Each hunter recovers 2-harm and clears unstable.Each hunter chooses one:Make one crafting move.Heal another 2-harm.Mark another community support (how did you help this person out?).": "At the end of each mystery, there are a few things to do before you start the next one:

", + "Breeder (motivation: to give birth to, bring forth, or create evil)": "Breeder (motivation: to give birth to, bring forth, or create evil)", + "Cleanser (motivation: to eradicate humans)": "Cleanser (motivation: to eradicate humans)", + "Collector (motivation: to steal things and keep them for itself)": "Collector (motivation: to steal things and keep them for itself)", + "Corrupter (motivation: to transform people into monsters)": "Corrupter (motivation: to transform people into monsters)", + "Devourer (motivation: to consume people)": "Devourer (motivation: to consume people)", + "Inciter (motivation: to create division)": "Inciter (motivation: to create division)", + "Plague-bearer (motivation: to spread rot and disease)": "Plague-bearer (motivation: to spread rot and disease)", + "Imperator (motivation: to possess, control, and dominate)": "Imperator (motivation: to possess, control, and dominate)", + "Revenger (motivation: to punish and give payback)": "Revenger (motivation: to punish and give payback)", + "Sorcerer (motivation: to steal unnatural power)": "Sorcerer (motivation: to steal unnatural power)", + "Trickster (motivation: to create chaos)": "Trickster (motivation: to create chaos)", + "Wrecker (motivation: to run wild, destroy, and kill)": "Wrecker (motivation: to run wild, destroy, and kill)", + "Form": "Form", + "Choose Monster Form": "Choose Monster Form", + "Beast": "Beast", + "Ghost": "Ghost", + "Nature Spirit": "Nature Spirit", + "Un-human": "Un-human", + "Corrupted": "Corrupted", + "Killer (motivation: to destroy the hunters)": "Killer (motivation: to destroy the hunters)", + "Brute (motivation: to intimidate and attack)": "Brute (motivation: to intimidate and attack)", + "Cultist (motivation: to aid a monster or phenomenon for their own benefit)": "Cultist (motivation: to aid a monster or phenomenon for their own benefit)", + "Guardian (motivation: to bar a way or protect something)": "Guardian (motivation: to bar a way or protect something)", + "Right hand (motivation: to back up the monster)": "Right hand (motivation: to back up the monster)", + "Swarm (motivation: to overwhelm and destroy)": "Swarm (motivation: to overwhelm and destroy)", + "Servant (motivation: to lure victims towards the monster)": "Servant (motivation: to lure victims towards the monster)", + "Scout (motivation: to stalk, watch, and report)": "Scout (motivation: to stalk, watch, and report)", + "Thief (motivation: to steal and deliver to the monster)": "Thief (motivation: to steal and deliver to the monster)", + "Traitor (motivation: to betray people)": "Traitor (motivation: to betray people)", + "Busybody (motivation: to interfere in other people’s plans)": "Busybody (motivation: to interfere in other people’s plans)", + "Gossip (motivation: to pass on rumours)": "Gossip (motivation: to pass on rumours)", + "Helper (motivation: to join the hunt)": "Helper (motivation: to join the hunt)", + "Innocent (motivation: to do the right thing)": "Innocent (motivation: to do the right thing)", + "Mystic (motivation: to foretell potential consequences)": "Mystic (motivation: to foretell potential consequences)", + "Nuisance (motivation: to get in the hunters’ way)": "Nuisance (motivation: to get in the hunters’ way)", + "Skeptic (motivation: to deny explanations)": "Skeptic (motivation: to deny explanations)", + "Victim (motivation: to put themself in danger)": "Victim (motivation: to put themself in danger)", + "Witness (motivation: to reveal information)": "Witness (motivation: to reveal information)", + "Badlands (motivation: to harm intruders)": "Badlands (motivation: to harm intruders)", + "Borderland (motivation: to allow weirdness in)": "Borderland (motivation: to allow weirdness in)", + "Den (motivation: to harbour dangerous creatures)": "Den (motivation: to harbour dangerous creatures)", + "Barrier (motivation: to deny entry)": "Barrier (motivation: to deny entry)", + "Liminal Space (motivation: to allow access to other worlds)": "Liminal Space (motivation: to allow access to other worlds)", + "Hellgate (motivation: to bring evil and corrupt what is good)": "Hellgate (motivation: to bring evil and corrupt what is good)", + "Maze (motivation: to confuse and separate)": "Maze (motivation: to confuse and separate)", + "Meeting-place (motivation: to bring people together)": "Meeting-place (motivation: to bring people together)", + "Prison (motivation: to constrain and prevent exit)": "Prison (motivation: to constrain and prevent exit)", + "Sacred Ground (motivation: to protect)": "Sacred Ground (motivation: to protect)", + "Wilds (motivation: to contain and reveal hidden things)": "Wilds (motivation: to contain and reveal hidden things)", + "Alien (motivation: to be unfathomable)": "Alien (motivation: to be unfathomable)", + "Power (motivation: to grant someone more power than they can handle)": "Power (motivation: to grant someone more power than they can handle)", + "Plague (motivation: to infect, harm, and spread)": "Plague (motivation: to infect, harm, and spread)", + "Bubble (motivation: to keep inside things inside, and outside things outside)": "Bubble (motivation: to keep inside things inside, and outside things outside)", + "Conspiracy (motivation: to gather power, keep secrets, and create confusion)": "Conspiracy (motivation: to gather power, keep secrets, and create confusion)", + "Corruption (motivation: to erode the laws of nature)": "Corruption (motivation: to erode the laws of nature)", + "Changing Curse (motivation: to transform creatures and people)": "Changing Curse (motivation: to transform creatures and people)", + "Panic (motivation: to make people act irrationally)": "Panic (motivation: to make people act irrationally)", + "Portal (motivation: to draw things from one world to another)": "Portal (motivation: to draw things from one world to another)", + "Zone (motivation: to harm all that venture within)": "Zone (motivation: to harm all that venture within)", + "Schemer (motivation: to increase their influence)": "Schemer (motivation: to increase their influence)", + "Sadist (motivation: to make others suffer)": "Sadist (motivation: to make others suffer)", + "Narcissist (motivation: to prove their superiority)": "Narcissist (motivation: to prove their superiority)", + "Fanatic (motivation: to do wrong things for right purposes)": "Fanatic (motivation: to do wrong things for right purposes)", + "Tyrant (motivation: to have subordinates and boss them around)": "Tyrant (motivation: to have subordinates and boss them around)", + "Taker (motivation: to take what’s not theirs)": "Taker (motivation: to take what’s not theirs)", + "Transgression": "Transgression", + "For an atonement mystery, resolving a transgression may take the place of a weakness.": "For an atonement mystery, resolving a transgression may take the place of a weakness.", + "Tenacity": "Tenacity", + "How strongly the phenomenon is ingrained in the world. You can only use a weakness to end the phenomenon for good when all tenacity has been used up. See Codex of Mysteries (Gothic Haunts) for details.": "How strongly the phenomenon is ingrained in the world. You can only use a weakness to end the phenomenon for good when all tenacity has been used up. See Codex of Mysteries (Gothic Haunts) for details.", + "Locations": "Locations", + "Edit": "Edit", + "Location": "Location", + "Short Description": "Short Description", + "Type": "Type", + "Type:": "Type:", + "Resources": "Resources", + "Common Materials": "Common Materials", + "The community gets these:": "The community gets these:", + "Clay": "Clay", + "Wood": "Wood", + "Bone": "Bone", + "Stone": "Stone", + "Leather": "Leather", + "Plant fiber": "Plant fiber", + "Uncommon Materials": "Uncommon Materials", + "Then pick two:": "Then pick two:", + "Antler": "Antler", + "Copper": "Copper", + "Flint": "Flint", + "Ivory": "Ivory", + "Crystals": "Crystals", + "Gems": "Gems", + "Bamboo": "Bamboo", + "Hardwood": "Hardwood", + "Obsidian": "Obsidian", + "Flax": "Flax", + "Cotton": "Cotton", + "Coloured stone (lapis lazuli, jade, opal, etc)": "Coloured stone (lapis lazuli, jade, opal, etc)", + "Something else:": "Something else:", + "If desired, you may take an extra rare material, but this comes at the cost of a common one. Remove one of the starting materials.": "If desired, you may take an extra rare material, but this comes at the cost of a common one. Remove one of the starting materials.", + "Members": "Members", + "Name": "Name", + "Relationships": "Relationships", + "Specialty": "Specialty", + "Quick load a specialty...": "Quick load a specialty...", + "---------------------------": "---------------------------", + "Ancient Spirit": "Ancient Spirit", + "Animal": "Animal", + "Crafter": "Crafter", + "Food Gatherer/Hunter": "Food Gatherer/Hunter", + "Healer or Herbalist": "Healer or Herbalist", + "Lore-Keeper": "Lore-Keeper", + "Resource Collector": "Resource Collector", + "Wild Spirit": "Wild Spirit", + "Benefit": "Benefit", + "Improved Benefit": "Improved Benefit", + "Special Benefit": "Special Benefit", + "Hunter Support": "Hunter Support", + "End of the Mystery": "End of the Mystery", + "At the end of each mystery, the hunters may choose one person who was directly helped by what they did (by default, use the person who initially contacted them). This person gains one support mark.": "At the end of each mystery, the hunters may choose one person who was directly helped by what they did (by default, use the person who initially contacted them). This person gains one support mark.", "Getting Started": "Getting Started", "Determine the nature of the Event.": "Determine the nature of the Event.", "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", @@ -1774,7 +1980,7 @@ "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", - "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "Stay wary, that sounded like howls on the wind.": "Stay wary, that sounded like howls on the wind.", "The Bureau": "The Bureau", "Prompts": "Prompts", "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", @@ -1794,7 +2000,6 @@ "An invasion from another dimension.": "An invasion from another dimension.", "People around you were transformed into monsters.": "People around you were transformed into monsters.", "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", - "Something else:": "Something else:", "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", "A monster hunting teammate.": "A monster hunting teammate.", "Your spouse or lover.": "Your spouse or lover.", @@ -1846,7 +2051,7 @@ "Tutoring promising students one on one.": "Tutoring promising students one on one.", "Appearing on TV.": "Appearing on TV.", "The Organisation": "The Organisation", - "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true; the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true; the Keeper decides which ones.", "Official goals": "Official goals", "(choose one or two)": "(choose one or two)", "Slay monsters": "Slay monsters", @@ -1918,24 +2123,23 @@ "Grant sentience to weapons": "Grant sentience to weapons", "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", "Each player can choose a different answer:": "Each player can choose a different answer:", - "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", - "I sold my soul to the Hunt": "I sold my soul to the Hunt", - "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", - "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", - "Something else": "Something else", + "I was kidnapped by the Hunt.": "I was kidnapped by the Hunt.", + "I sold my soul to the Hunt.": "I sold my soul to the Hunt.", + "I wanted to ride with the Hunt.": "I wanted to ride with the Hunt.", + "I’m a supernatural creature who’s a part of the Hunt.": "I’m a supernatural creature who’s a part of the Hunt.", "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", "How Did You Escape?": "How Did You Escape?", "How did you escape?": "How did you escape?", - "With a clever plan": "With a clever plan", - "By sheer luck": "By sheer luck", - "With outside help": "With outside help", - "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "With a clever plan.": "With a clever plan.", + "By sheer luck.": "By sheer luck.", + "With outside help.": "With outside help.", + "Thanks to a loophole in your fae contract.": "Thanks to a loophole in your fae contract.", "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", "Choose two ways:": "Choose two ways:", "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", - "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", "Kill you.": "Kill you.", "Torment you.": "Torment you.", @@ -1947,15 +2151,15 @@ "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", - "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", - "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photos, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photos, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny-valley-style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny-valley-style aura or look that counts as a reason for manipulating a bystander with threats.", "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", - "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right. If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right. If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", @@ -1968,12 +2172,12 @@ "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", - "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Recognised IMPS Team: Wherever you are in the world, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever you are in the world, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", - "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", @@ -1983,8 +2187,8 @@ "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", - "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", - "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can exist per hunter at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can exist per hunter at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery to narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery to narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", @@ -1995,9 +2199,9 @@ "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", - "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", - "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", @@ -2005,16 +2209,16 @@ "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", - "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", - "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", - "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Specialised: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialised: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", - "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it were a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it were a read a bad situation question.", "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", @@ -2029,7 +2233,7 @@ "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", - "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short, uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short, uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", "Custom:": "Custom:", "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", @@ -2038,8 +2242,8 @@ "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", - "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", - "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Slush Fund: The team has access to a bank account that can pay for their day-to-day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day-to-day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also, once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also, once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", @@ -2050,7 +2254,7 @@ "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", - "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the Rapid Deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the Rapid Deployment move, the Skywarden is upgraded with supersonic engines.", "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", @@ -2074,7 +2278,7 @@ "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", - "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Funds: Lots of money in bank accounts connected to untraceable credit cards.": "Funds: Lots of money in bank accounts connected to untraceable credit cards.", "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", @@ -2085,7 +2289,6 @@ "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", - "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", "Library: Library of useful reference books.": "Library: Library of useful reference books.", "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", @@ -2094,15 +2297,15 @@ "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", - "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic from targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic from targeting it from the outside, and alert all team members if a supernatural being enters.", "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", - "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "SWG Radio Network: A set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: A set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", - "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever it’s open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever it’s open.", "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", @@ -2142,7 +2345,7 @@ "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", "The oath:": "The oath:", - "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else from coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else from coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", @@ -2151,7 +2354,7 @@ "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", - "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Fatalists: One day, our times will come. Until then, we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day, our times will come. Until then, we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", @@ -2179,7 +2382,7 @@ "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", - "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s?”", "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", "Enemies": "Enemies", "Pick an enemy for your team:": "Pick an enemy for your team:", @@ -2213,6 +2416,7 @@ "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "All the walking dead.": "All the walking dead.", "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", @@ -2275,7 +2479,7 @@ "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", - "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "The Queen’s Musketeers. Brave, dashing, and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing, and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", @@ -2287,7 +2491,7 @@ "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", - "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometimes scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometimes scare up special gear.", "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", @@ -2301,6 +2505,7 @@ "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "The gnomes. Your workplace has gnomes living in it. You’ve made friends with them.": "The gnomes. Your workplace has gnomes living in it. You’ve made friends with them.", "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", @@ -2320,5 +2525,567 @@ "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", - "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.", + "Mark Ancestral Favour to change a roll to a 12 or to avoid all harm from an injury. When you mark Favour, you trigger your playbook's Favour Special.Ancestral Favour replaces Luck in Bone Spear. Anything else that would normally apply to Luck (such as an improvement that erases a Luck mark or a move referring to Luck) applies the same to Ancestral Favour.": "

Mark Ancestral Favour to change a roll to a 12 or to avoid all harm from an injury. When you mark Favour, you trigger your playbook's Favour Special.

Ancestral Favour replaces Luck in Bone Spear. Anything else that would normally apply to Luck (such as an improvement that erases a Luck mark or a move referring to Luck) applies the same to Ancestral Favour.", + "Favour": "Favour", + "When you spend a point of Favour, the Keeper will bring your fate into play.": "When you spend a point of Favour, the Keeper will bring your fate into play.", + "When you spend a point of Favour, something goes wrong for your Sect: an ill-advised project or a disastrous operation.": "When you spend a point of Favour, something goes wrong for your Sect: an ill-advised project or a disastrous operation.", + "Whenever you spend a Favour point, one of your enemies appears to get in your way or a favour you owe comes due.": "Whenever you spend a Favour point, one of your enemies appears to get in your way or a favour you owe comes due.", + "When you spend a point of Favour, you discover something happening now is related to something you were involved in years ago.": "When you spend a point of Favour, you discover something happening now is related to something you were involved in years ago.", + "When you spend a point of Favour, you’ll find something weird—maybe even useful!": "When you spend a point of Favour, you’ll find something weird—maybe even useful!", + "When you spend a point of Favour, your monster side gains power: your Curse may become stronger, or another Breed disadvantage may manifest.": "When you spend a point of Favour, your monster side gains power: your Curse may become stronger, or another Breed disadvantage may manifest.", + "When you spend a point of Favour, also mark off one of your relationship status boxes. The Keeper will bring fate of your love into play.": "When you spend a point of Favour, also mark off one of your relationship status boxes. The Keeper will bring fate of your love into play.", + "When you spend a point of Favour, either your patron spirit has an urgent and dangerous job for you, or one of its enemies comes after you.": "When you spend a point of Favour, either your patron spirit has an urgent and dangerous job for you, or one of its enemies comes after you.", + "As you mark off Favour boxes, your dark side’s needs will get nastier.": "As you mark off Favour boxes, your dark side’s needs will get nastier.", + "When you spend a point of Favour, you find a dangerous lead on your prey.": "When you spend a point of Favour, you find a dangerous lead on your prey.", + "Dark Past": "Dark Past", + "Choose your dark past:": "Choose your dark past:", + "Choose a Dark Past": "Choose a Dark Past", + "Back From the Dead": "Back From the Dead", + "Outcast": "Outcast", + "Touched by Tragedy": "Touched by Tragedy", + "Bearing a Curse": "Bearing a Curse", + "You’re alive, but you have been dead.": "You’re alive, but you have been dead.", + "I died…": "I died…", + "Killed by an enemy": "Killed by an enemy", + "Killed by a friend or lover": "Killed by a friend or lover", + "In an industrial accident": "In an industrial accident", + "Sacrificing myself for a greater good": "Sacrificing myself for a greater good", + "Killed by a haunt, monster, or phenomenon": "Killed by a haunt, monster, or phenomenon", + "As a result of a terrible crime I committed": "As a result of a terrible crime I committed", + "By my own hand, to end my misery": "By my own hand, to end my misery", + "I returned…": "I returned…", + "Thanks to a magical ritual": "Thanks to a magical ritual", + "Thanks to a religious ceremony": "Thanks to a religious ceremony", + "Thanks to a scientific experiment": "Thanks to a scientific experiment", + "Due to the whim of a god or force of nature": "Due to the whim of a god or force of nature", + "Because my or others’ emotions keep me anchored to this world": "Because my or others’ emotions keep me anchored to this world", + "Because the thing that killed me works this way": "Because the thing that killed me works this way", + "But have no idea how and why": "But have no idea how and why", + "Think about how death changed you. Choose one of the following options:": "Think about how death changed you. Choose one of the following options:", + "I cling to life desperately. I gain one extra harm box. If I’m unstable, I become fearful and get -1 ongoing to act under pressure.": "I cling to life desperately. I gain one extra harm box. If I’m unstable, I become fearful and get -1 ongoing to act under pressure.", + "I’m indifferent to death. I can treat misses when acting under pressure as rolling 7-9 if only my life is at stake. If harm is going to kill me, I can’t use Luck to negate it.": "I’m indifferent to death. I can treat misses when acting under pressure as rolling 7-9 if only my life is at stake. If harm is going to kill me, I can’t use Luck to negate it.", + "I sense death. When someone dear to me dies, or a stranger dies nearby, I feel it. If it’s nearby, I sense the exact location of this death. In any case, I get -1 forward because sensing death is a shaking experience.": "I sense death. When someone dear to me dies, or a stranger dies nearby, I feel it. If it’s nearby, I sense the exact location of this death. In any case, I get -1 forward because sensing death is a shaking experience.", + "I feed on death. When I kill somebody, I get +1 forward or heal 1-harm. It looks unsettling, people seeing it happen will think I’m a monster.": "I feed on death. When I kill somebody, I get +1 forward or heal 1-harm. It looks unsettling, people seeing it happen will think I’m a monster.", + "I see the dead. I am aware of ghosts, and they notice me too. I can talk to and manipulate spirits of the dead as if they were normal bystanders. I have a somewhat ghostly look myself.": "I see the dead. I am aware of ghosts, and they notice me too. I can talk to and manipulate spirits of the dead as if they were normal bystanders. I have a somewhat ghostly look myself.", + "You became an outcast of the judgmental and close-minded nineteenth-century society.": "You became an outcast of the judgmental and close-minded nineteenth-century society.", + "I became an outcast…": "I became an outcast…", + "Because of a mésalliance": "Because of a mésalliance", + "Because I lost all my fortune": "Because I lost all my fortune", + "Because I moved to a different society": "Because I moved to a different society", + "Because I challenged the values of my society": "Because I challenged the values of my society", + "Because my family member did something unacceptable": "Because my family member did something unacceptable", + "Because I perform work unsuited to my social standing": "Because I perform work unsuited to my social standing", + "Because I committed a crime (either legal or moral)": "Because I committed a crime (either legal or moral)", + "The main change it caused in my life was…": "The main change it caused in my life was…", + "Being shunned by my family": "Being shunned by my family", + "Being shunned by my friends": "Being shunned by my friends", + "Having problems with the law": "Having problems with the law", + "Being able to live however I please": "Being able to live however I please", + "Finding new friends, my fellow outcasts": "Finding new friends, my fellow outcasts", + "Being praised for my bravery and defiance": "Being praised for my bravery and defiance", + "Having to move to a new neighbourhood or city": "Having to move to a new neighbourhood or city", + "Think about your outcast status and hunting monsters. Choose one of the following options:": "Think about your outcast status and hunting monsters. Choose one of the following options:", + "You thirst for belonging. At the beginning of each mystery, hold 2. Spend your hold to get +1 to any roll when you’re working with the other hunters. When you’re on your own, you get -1 ongoing to act under pressure.": "You thirst for belonging. At the beginning of each mystery, hold 2. Spend your hold to get +1 to any roll when you’re working with the other hunters. When you’re on your own, you get -1 ongoing to act under pressure.", + "You feel confident on your own. You get +1 ongoing to act under pressure when you’re on your own, but other hunters get -1 ongoing to help you out and protect you.": "You feel confident on your own. You get +1 ongoing to act under pressure when you’re on your own, but other hunters get -1 ongoing to help you out and protect you.", + "You understand the importance of social conventions. You get +1 to manipulate someone when you use social conventions, but -1 if you ask for something that defies them.": "You understand the importance of social conventions. You get +1 to manipulate someone when you use social conventions, but -1 if you ask for something that defies them.", + "You lead by example in defying social norms. If the fact that an action breaks social norms would work as a reason to do it when manipulating someone, you sense it. If you fail the roll, however, you get -1 ongoing to manipulating that person.": "You lead by example in defying social norms. If the fact that an action breaks social norms would work as a reason to do it when manipulating someone, you sense it. If you fail the roll, however, you get -1 ongoing to manipulating that person.", + "Your life was deeply affected by a tragic event. People with tragic biographies often have it hard in nineteenth-century society, as people feel compassion for them but also expect them to live in mourning and not complain too much.": "Your life was deeply affected by a tragic event. People with tragic biographies often have it hard in nineteenth-century society, as people feel compassion for them but also expect them to live in mourning and not complain too much.", + "Type of tragedy:": "Type of tragedy:", + "Death of a parent.": "Death of a parent.", + "Death of a partner or spouse.": "Death of a partner or spouse.", + "Destruction of your house or residence.": "Destruction of your house or residence.", + "Being a victim of a crime or assault.": "Being a victim of a crime or assault.", + "Having your life turned upside down by a war.": "Having your life turned upside down by a war.", + "Loss of family fortune.": "Loss of family fortune.", + "Main change in your life:": "Main change in your life:", + "Long and painful mourning.": "Long and painful mourning.", + "Having to be officially in mourning without feeling like it.": "Having to be officially in mourning without feeling like it.", + "Loss of affluence or financial stability.": "Loss of affluence or financial stability.", + "Gaining affluence or stability via inheritance.": "Gaining affluence or stability via inheritance.", + "Gaining new troubles or enemies via inheritance.": "Gaining new troubles or enemies via inheritance.", + "Becoming somebody’s caretaker.": "Becoming somebody’s caretaker.", + "Having a loving and supporting caretaker.": "Having a loving and supporting caretaker.", + "Having a troublesome, maybe unwilling caretaker.": "Having a troublesome, maybe unwilling caretaker.", + "Becoming emotionally distant or frigid.": "Becoming emotionally distant or frigid.", + "Becoming extremely understanding and compassionate.": "Becoming extremely understanding and compassionate.", + "Becoming ready for anything else you might face in life.": "Becoming ready for anything else you might face in life.", + "Think about how the tragedy you’ve experienced influences the way you hunt monsters. Choose one of the following:": "Think about how the tragedy you’ve experienced influences the way you hunt monsters. Choose one of the following:", + "You’re indifferent to tragedies. You treat misses on act under pressure as 7-9 when the circumstances are really dire, but you get -1 ongoing to protect someone and help out in such circumstances.": "You’re indifferent to tragedies. You treat misses on act under pressure as 7-9 when the circumstances are really dire, but you get -1 ongoing to protect someone and help out in such circumstances.", + "You want no further tragedies. You treat misses on protecting someone as 7-9 when the protected person would become unstable or die, but you get -1 ongoing to act under pressure in such circumstances.": "You want no further tragedies. You treat misses on protecting someone as 7-9 when the protected person would become unstable or die, but you get -1 ongoing to act under pressure in such circumstances.", + "You want no further risks in your life. At the beginning of each mystery, hold 2. Spend a hold when making a move that requires a roll. The roll’s results change: 2-5 is a miss, 6-11 is a partial success, and 12+ is a complete success.": "You want no further risks in your life. At the beginning of each mystery, hold 2. Spend a hold when making a move that requires a roll. The roll’s results change: 2-5 is a miss, 6-11 is a partial success, and 12+ is a complete success.", + "You’re able to risk a lot. At the beginning of each mystery, hold 2. Spend a hold when making a move that requires a roll. The roll’s results change: 2-8 is a miss, 9-11 is a complete success, and 12+ is an advanced success even if it’s not an advanced move for you. If it is, 9+ is an advanced success.": "You’re able to risk a lot. At the beginning of each mystery, hold 2. Spend a hold when making a move that requires a roll. The roll’s results change: 2-8 is a miss, 9-11 is a complete success, and 12+ is an advanced success even if it’s not an advanced move for you. If it is, 9+ is an advanced success.", + "You bear a supernatural curse that has affected your life. Choose one of the following curses, or invent your own:": "You bear a supernatural curse that has affected your life. Choose one of the following curses, or invent your own:", + "You’re weaker in daylight. At the beginning of each mystery, the Keeper holds 3. They can spend those holds to give you -1 forward to a move made in broad daylight.": "You’re weaker in daylight. At the beginning of each mystery, the Keeper holds 3. They can spend those holds to give you -1 forward to a move made in broad daylight.", + "You’ve got bad luck that complicates your triumphs. At the beginning of each mystery, the Keeper holds 2. They can spend this hold to change your 10+ result to a 7-9 result.": "You’ve got bad luck that complicates your triumphs. At the beginning of each mystery, the Keeper holds 2. They can spend this hold to change your 10+ result to a 7-9 result.", + "Your luck is another’s misfortune. When you spend a Luck point, the Keeper holds 1 and can spend this hold to give another hunter -2 forward and make them mark experience. Consult the other players if introducing this effect is okay for them before choosing it.": "Your luck is another’s misfortune. When you spend a Luck point, the Keeper holds 1 and can spend this hold to give another hunter -2 forward and make them mark experience. Consult the other players if introducing this effect is okay for them before choosing it.", + "Your magic is capricious. At the beginning of each mystery, the Keeper holds 3. They can spend those holds to make you choose an extra glitch on a use magic roll, no matter the roll result.": "Your magic is capricious. At the beginning of each mystery, the Keeper holds 3. They can spend those holds to make you choose an extra glitch on a use magic roll, no matter the roll result.", + "Your reflection in the mirror does its best to unnerve you. When in the presence of mirrors, you get -1 ongoing to investigate a mystery and act under pressure.": "Your reflection in the mirror does its best to unnerve you. When in the presence of mirrors, you get -1 ongoing to investigate a mystery and act under pressure.", + "You are haunted by a hostile spirit: either an ancestor who hates what your family has become, or an ancient family foe. It will berate you for your failings, and it can cause small accidents to vex you.": "You are haunted by a hostile spirit: either an ancestor who hates what your family has become, or an ancient family foe. It will berate you for your failings, and it can cause small accidents to vex you.", + "Your shadow is possessed. Sometimes it will leave you and run off to cause trouble (fortunately limited to shadow-play and obscuring things). It is not good when people notice your shadow has left.": "Your shadow is possessed. Sometimes it will leave you and run off to cause trouble (fortunately limited to shadow-play and obscuring things). It is not good when people notice your shadow has left.", + "Something else, giving you a penalty to your stats and/or a narrative problem:": "Something else, giving you a penalty to your stats and/or a narrative problem:", + "Choose the reason of your curse:": "Choose the reason of your curse:", + "You were cursed by a powerful occultist.": "You were cursed by a powerful occultist.", + "Your entire family, organisation, or place of living is cursed.": "Your entire family, organisation, or place of living is cursed.", + "You broke a vow or an arcane law.": "You broke a vow or an arcane law.", + "You awoke so much hate in an ordinary person that their thoughts brought you a curse.": "You awoke so much hate in an ordinary person that their thoughts brought you a curse.", + "You almost changed into a supernatural creature, and now you retain some of its traits.": "You almost changed into a supernatural creature, and now you retain some of its traits.", + "Your curse gave you some knowledge or resilience. Choose one effect:": "Your curse gave you some knowledge or resilience. Choose one effect:", + "You have researched the arcane arts extensively. When you roll a 7+ on investigate a mystery, you can ask “What kind of magic was active here?” in addition to your normal pool of questions.": "You have researched the arcane arts extensively. When you roll a 7+ on investigate a mystery, you can ask “What kind of magic was active here?” in addition to your normal pool of questions.", + "You’ve built a bond with another person bearing the same curse. You gain an ally.": "You’ve built a bond with another person bearing the same curse. You gain an ally.", + "Other forms of magic can’t harm you easily. You take 1 less harm from magical attacks.": "Other forms of magic can’t harm you easily. You take 1 less harm from magical attacks.", + "You’re used to hardships and misfortunes. At the beginning of each mystery, hold 2. Spend this hold to get an automatic 10+ result to act under pressure.": "You’re used to hardships and misfortunes. At the beginning of each mystery, hold 2. Spend this hold to get an automatic 10+ result to act under pressure.", + "Revolutionary: Constantly seeking to improve the world by radical means, you can read a bad situation in any social situation.": "Revolutionary: Constantly seeking to improve the world by radical means, you can read a bad situation in any social situation.", + "You are set apart from the community for a reason. Pick one of these backgrounds:": "You are set apart from the community for a reason. Pick one of these backgrounds:", + "Blasphemer: If you spend Ancestral Favour while defying a spirit or the natural order, you regain one spent Ancestral Favour after the mystery is over. If you spend multiple Ancestral Favour in this manner, you still only recover one.": "Blasphemer: If you spend Ancestral Favour while defying a spirit or the natural order, you regain one spent Ancestral Favour after the mystery is over. If you spend multiple Ancestral Favour in this manner, you still only recover one.", + "Bully: When you intimidate someone, on a mixed success or failure, you may opt for “hostile words exchanged” instead of inflicting harm or getting into a fight. The situation stays hostile either way, it just doesn’t go straight to blows.": "Bully: When you intimidate someone, on a mixed success or failure, you may opt for “hostile words exchanged” instead of inflicting harm or getting into a fight. The situation stays hostile either way, it just doesn’t go straight to blows.", + "Grave Looter: Gain +1 ongoing against hostile undead creatures. The undead are generally hostile towards you. Take three extra gear picks, from the rare list.": "Grave Looter: Gain +1 ongoing against hostile undead creatures. The undead are generally hostile towards you. Take three extra gear picks, from the rare list.", + "Killer: When someone has insulted or wronged you, add +1 harm the next time you inflict harm on them.": "Killer: When someone has insulted or wronged you, add +1 harm the next time you inflict harm on them.", + "Sly: When you’re about to persuade someone, you may ask the Keeper “What would convince this person to do what I want?” The Keeper will answer honestly but not always completely.": "Sly: When you’re about to persuade someone, you may ask the Keeper “What would convince this person to do what I want?” The Keeper will answer honestly but not always completely.", + "Soothsayer: When you foretell someone’s future, ask the Keeper “What are they hoping for right now?” The Keeper will answer honestly. If you now try to persuade them, you count as having a reason for them to do what you want (until their circumstances change).": "Soothsayer: When you foretell someone’s future, ask the Keeper “What are they hoping for right now?” The Keeper will answer honestly. If you now try to persuade them, you count as having a reason for them to do what you want (until their circumstances change).", + "Thief: When you steal something, roll +Cool. On a 10+, you get it without being noticed. On a 7-9, you choose one: get noticed, grab the wrong thing, or decide against it at the last moment.": "Thief: When you steal something, roll +Cool. On a 10+, you get it without being noticed. On a 7-9, you choose one: get noticed, grab the wrong thing, or decide against it at the last moment.", + "Trickster: When you create a distracting spectacle, roll +Cool. On any 7+, people pay attention to you instead of something else you specify. On a 7-9, some of them either figure out what you’re doing or spot what’s really going on (Keeper’s choice).": "Trickster: When you create a distracting spectacle, roll +Cool. On any 7+, people pay attention to you instead of something else you specify. On a 7-9, some of them either figure out what you’re doing or spot what’s really going on (Keeper’s choice).", + "A Queen’s Musketeer has made it a personal goal to put you away.": "A Queen’s Musketeer has made it a personal goal to put you away.", + "A high-ranking royal administrator has made it a personal goal to put you away.": "A high-ranking royal administrator has made it a personal goal to put you away.", + "These are people who consider that you have wronged them and will work against you when they get a chance. Pick two or more enemies and give each a name. The Keeper will use them as threats (usually a bystander).": "These are people who consider that you have wronged them and will work against you when they get a chance. Pick two or more enemies and give each a name. The Keeper will use them as threats (usually a bystander).", + "A warrior in the community. What do they accuse you of?": "A warrior in the community. What do they accuse you of?", + "A partner in one of your schemes, who feels you betrayed them. Did you?": "A partner in one of your schemes, who feels you betrayed them. Did you?", + "A community elder. Which member of their family did you wrong?": "A community elder. Which member of their family did you wrong?", + "The leader of one of a community group. What did you take from them?": "The leader of one of a community group. What did you take from them?", + "A monster. How did you get in their way?": "A monster. How did you get in their way?", + "A sorcerer. What did they ask of you? Why did you fail to do it?": "A sorcerer. What did they ask of you? Why did you fail to do it?", + "A spirit. How did you corrupt their home?": "A spirit. How did you corrupt their home?", + "Decide what spirit imbued you with power. A spirit might include more than one aspect from this list:": "Decide what spirit imbued you with power. A spirit might include more than one aspect from this list:", + "A spirit of a particular location.": "A spirit of a particular location.", + "A spirit of a natural force (weather, fire, sea, etc.).": "A spirit of a natural force (weather, fire, sea, etc.).", + "An ancestor.": "An ancestor.", + "An animal.": "An animal.", + "Give the spirit a name:": "Give the spirit a name:", + "and add some more details:": "and add some more details:", + "What did you offer the spirit in return for your powers? Describe the details.": "What did you offer the spirit in return for your powers? Describe the details.", + "Must you follow specific rules in your life?": "Must you follow specific rules in your life?", + "Must you provide it with frequent valuable gifts and sacrifices?": "Must you provide it with frequent valuable gifts and sacrifices?", + "Must you act as its emissary with your community and other people?": "Must you act as its emissary with your community and other people?", + "Must you live with it?": "Must you live with it?", + "Something else...": "Something else...", + "Minotaur: Curse: pure drive (anger). Natural attacks: Base: teeth (or horns), add ignore-armour to base. Moves: Unholy Strength, Claws of the Beast, or Unquenchable Vitality.Siren: Curse: Feed (breath), Natural attacks: Base: life-drain; add +1 harm to base. Moves: Mental Dominion, Unnatural Appeal, or Dark Negotiator.Harpy: Curse: Dark Master (Entropy speaks to you in dreams). Natural attacks: Base: claws; add close range to base. Moves: Flight, Preternatural Speed.": "

", + "Changed: Curse: pure drive (anger). Natural attacks: Base: fists (works like claws), add +1 harm to base. Moves: Something Borrowed, Dark Negotiator.Permanently Possessed: Curse: dark master (other spirits). Natural attacks: Base: claws, add ignore-armour to base. Moves: Unnatural Appeal, Shapeshifter.Corporeal Spirit: Curse: pure drive (hate). Natural attacks: Base: claws, add +1 harm to base. Moves: Immortal, Mental Dominion.Fed with Mutagens: Curse: vulnerability (cold iron). Natural attacks: Base: magical force, add far to the base. Moves: Unholy Strength, Unquenchable Vitality.Wyvern: Curse: Dark Master (incorporeal spirits). Natural attacks: Base: teeth, add ignore-armour to base. Moves: Flight, Preternatural Speed. The wyvern can’t take human form, but will be accepted or even revered in some Marches settlements.": "", + "Animal-kin: Curse: vulnerability (a specific plant). Natural attacks: Teeth, claws. Moves: Shapeshifter.Big Folk: Curse: pure drive or feed. Natural attacks: claws, +1 harm. Moves: Claws of the Beast, Unholy Strength.Ghost: Curse: Duty (protect your family). Natural attacks: Magic, add hand range. Moves: Incorporeal.Predator: Curse: feed. Natural attacks: life-drain or teeth, +1 harm. Moves: Unquenchable Vitality.Small Folk: Curse: pure drive (playing tricks). Natural attacks: teeth, ignore armour. Moves: Unnatural Appeal or Preternatural Speed.Walking Dead: Curse: duty (protect your family). Natural attacks: Teeth, add harm. Moves: Immortal.Wilderness Spirit: Curse: duty (guard your home). Natural attacks: Magic attack, add far range. Moves: Wild Language.Night Folk: Curse: duty (walk under the sky every night). Natural attacks: Claws, +1 harm. Moves: Shadowsight.": "", + "Duty: You have an onerous ongoing responsibility, such as: protect something, craft certain things, patrol an area, or preserve specific knowledge. You must do this for a few hours each day.": "Duty: You have an onerous ongoing responsibility, such as: protect something, craft certain things, patrol an area, or preserve specific knowledge. You must do this for a few hours each day.", + "Steampunk gadgets": "Steampunk gadgets", + "Alchemical gadgets": "Alchemical gadgets", + "Industrial prototypes": "Industrial prototypes", + "The Keeper can ask you to do nasty things (in accordance with the tags), when your powers need you to. If you do whatever is asked, mark experience. If you don’t do it, then your powers are unavailable until the end of the mystery (or until you cave). As you mark off Favour boxes, these requests will get bigger and nastier.": "The Keeper can ask you to do nasty things (in accordance with the tags), when your powers need you to. If you do whatever is asked, mark experience. If you don’t do it, then your powers are unavailable until the end of the mystery (or until you cave). As you mark off Favour boxes, these requests will get bigger and nastier.", + "With the Keeper’s agreement, pick the monster breed, or you may select a single individual nemesis. If you do, you will mostly encounter its minions rather than the nemesis itself: any move advantages for your prey also apply to the minions and plots of the nemesis.": "With the Keeper’s agreement, pick the monster breed, or you may select a single individual nemesis. If you do, you will mostly encounter its minions rather than the nemesis itself: any move advantages for your prey also apply to the minions and plots of the nemesis.", + "Whenever you mark off a point of Favour, the truth of your love’s Fate slowly unfolds: mark off a box in your Relationship Status track. When your last point of Favour is used it becomes clear you cannot be together. Your Guide might even end up as an enemy, depending on how things go.": "Whenever you mark off a point of Favour, the truth of your love’s Fate slowly unfolds: mark off a box in your Relationship Status track. When your last point of Favour is used it becomes clear you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "Alchemical Workshop: You have a space for working on alchemical contrivances. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.": "Alchemical Workshop: You have a space for working on alchemical contrivances. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.", + "Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty if that matters). On a 7-9, you have it, but only the minimum. On a miss, you’ve got the wrong thing.": "Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty if that matters). On a 7-9, you have it, but only the minimum. On a miss, you’ve got the wrong thing.", + "Selection of Amulets: A collection of useful ritual items. If you use them in mystical preparation, take +1 forward to use magic.": "Selection of Amulets: A collection of useful ritual items. If you use them in mystical preparation, take +1 forward to use magic.", + "Herb Garden: You have a garden that contains plenty of medicinal and mystically useful herbs. These may be used for magic requirements, healing moves, or crafting.": "Herb Garden: You have a garden that contains plenty of medicinal and mystically useful herbs. These may be used for magic requirements, healing moves, or crafting.", + "Hideout: You have a place prepared with essential supplies and a variety of mundane and mystical protections. You can hide out there for a few days, safe from pretty much anything.": "Hideout: You have a place prepared with essential supplies and a variety of mundane and mystical protections. You can hide out there for a few days, safe from pretty much anything.", + "Infirmary: 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 is likely to take, and if you need extra supplies or help.": "Infirmary: 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 is likely to take, and if you need extra supplies or help.", + "Ritual Space: You have an area of mystical power, with all kinds of weird ingredients and tools useful for casting spells (like the use magic move, big magic, and any other magical moves). You also have contacts with the shamans and lore-keepers who can help with rituals. This can be used to meet certain magical requirements.": "Ritual Space: You have an area of mystical power, with all kinds of weird ingredients and tools useful for casting spells (like the use magic move, big magic, and any other magical moves). You also have contacts with the shamans and lore-keepers who can help with rituals. This can be used to meet certain magical requirements.", + "Oubliette: You have a place prepared, 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 any magic, and can’t get out.": "Oubliette: You have a place prepared, 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 any magic, and can’t get out.", + "Protection Spells: Your haven is safe from monsters—they can’t enter. Monsters might be able to do something special to evade the wards, but not easily.": "Protection Spells: Your haven is safe from monsters—they can’t enter. Monsters might be able to do something special to evade the wards, but not easily.", + "Workshop: You have a space for building and repairing gear. When you craft in your workshop, your creation has +1 maximum wear. If you want to do something more elaborate, work out with the Keeper how long it will take and if you need extra supplies or help.": "Workshop: You have a space for building and repairing gear. When you craft in your workshop, your creation has +1 maximum wear. If you want to do something more elaborate, work out with the Keeper how long it will take and if you need extra supplies or help.", + "Scientifical gadgets": "Scientifical gadgets", + "State-of-the-art alchemy": "State-of-the-art alchemy", + "Industrial marvels": "Industrial marvels", + "You are part of an ancient order that slays monsters. Is it a community society, or a widespread order? How old are they? What are your ritual responsibilities? How do they recruit?": "You are part of an ancient order that slays monsters. Is it a community society, or a widespread order? How old are they? What are your ritual responsibilities? How do they recruit?", + "Knowledgeable": "Knowledgeable", + "Magical lore": "Magical lore", + "Fighting arts": "Fighting arts", + "Respected": "Respected", + "Flexible tactics": "Flexible tactics", + "Open hierarchy": "Open hierarchy", + "Integrated in society": "Integrated in society", + "Nifty gear": "Nifty gear", + "Magical items": "Magical items", + "Dubious motives": "Dubious motives", + "Short-sighted": "Short-sighted", + "Factionalised": "Factionalised", + "You are close blood relations. Ask them exactly how close.They are destined to be your mentor. Tell them how this was revealed.Your best friend in the world, who you trust totally.A rival at first, but you came to a working arrangement.Romantic entanglement, or fated to be romantically entangled.Just friends, from working together, being taught together, or being neighbours. Figure out together what it was.They could have been the Chosen One instead of you, but they failed some trial. Tell them how they failed.You saved their life, back when they didn’t know monsters were real. Tell them what you saved them from.Members of a community club or mystery cult—they were your mentor and helped with your initiation. What didn’t you know about the group before then?": "", + "This hunter was there when you broke a sacred or community law. Tell them what they saw you do.This hunter was there when you decided to hunt monsters. Work out together what happened.This hunter is your younger sibling or child (possibly adopted). You look out for them.This hunter is a cousin or more distant relative.This hunter saved your life when a monster had the drop on you. Now you owe them one.This hunter helped you out with a dubious scheme. What was it?This hunter is your moral compass. When you talk over things with them, their advice helps keep you on course.You’re powerfully attracted to this hunter. Maybe someday you’ll deserve them.Your choice.": "", + "If you’re protecting another hunter for your patron spirit, tell them this: You have a crucial role in what is to come. I am here to guide and defend you.A prophecy indicated this hunter was going to play a major part in upcoming events, but not exactly how or why. You are keeping an eye on them.This hunter was there when you made your deal with your patron spirit. Why were you selected instead of them?This hunter called upon your patron spirit for help with a problem, and that led to you gaining your powers. How did you solve that original problem?You’re beginning to develop romantic feelings for this hunter. Ask them if that’s something they return.They saved your life when your duty got you into trouble. What were you involved in that almost killed you?You’ve lived away from society for many years. This hunter is the one you trust for advice on how things work now.": "", + "I’m Here for a Reason: There’s something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it comes to pass. If you die in play, then you must spend a Favour point. You will then, somehow, recover or be returned to life. Once your task is done (or you use up all your Favour), all bets are off.": "I’m Here for a Reason: There’s something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it comes to pass. If you die in play, then you must spend a Favour point. You will then, somehow, recover or be returned to life. Once your task is done (or you use up all your Favour), all bets are off.", + "Resilience: You heal faster than normal people. You always recover +1-harm when you make the daily endure harm move. Additionally, your wounds count as 1-harm less for the purpose of the Keeper’s harm moves.": "Resilience: You heal faster than normal people. You always recover +1-harm when you make the daily endure harm move. Additionally, your wounds count as 1-harm less for the purpose of the Keeper’s harm moves.", + "Artifact: You have acquired a magical artifact with a handy power. Pick one:": "Artifact: You have acquired a magical artifact with a handy power. Pick one:", + "Glowstone: If you hold it high in one hand, it glows with a gentle light (like a steady lamp).": "Glowstone: If you hold it high in one hand, it glows with a gentle light (like a steady lamp).", + "Spirit Gift: If you ask the spirit for help, gain +1 forward. The spirit may draw unwanted attention or ask you to do something in return.": "Spirit Gift: If you ask the spirit for help, gain +1 forward. The spirit may draw unwanted attention or ask you to do something in return.", + "Spirit Stone: A weak malevolent spirit is bound to serve the stone’s holder. You must summon the spirit with use magic.": "Spirit Stone: A weak malevolent spirit is bound to serve the stone’s holder. You must summon the spirit with use magic.", + "A Dream Came True: You sold your soul to a mysterious entity in a dream. 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, in six months (if you picked two things) or otherwise in a year.": "A Dream Came True: You sold your soul to a mysterious entity in a dream. 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, in six months (if you picked two things) or otherwise in a year.", + "A Wild Pact: You sold your soul to a mysterious entity from the Wild. 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, in six months (if you picked two things) or otherwise in a year. Regardless, at its conclusion you become a tool of the Wild.": "A Wild Pact: You sold your soul to a mysterious entity from the Wild. 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, in six months (if you picked two things) or otherwise in a year. Regardless, at its conclusion you become a tool of the Wild.", + "Spirit Bound: You pledged yourself to the service of a powerful spirit, monster, or sorcerer. You must obey their orders when they make a request, or they will revoke your gift. Pick one gift you received:": "Spirit Bound: You pledged yourself to the service of a powerful spirit, monster, or sorcerer. You must obey their orders when they make a request, or they will revoke your gift. Pick one gift you received:", + "Wealth: Take 20-wear worth of gear, including any rare or fancy materials you wish.": "Wealth: Take 20-wear worth of gear, including any rare or fancy materials you wish.", + "Skill: Add +1 to a rating.": "Skill: Add +1 to a rating.", + "Youth: Your body doesn’t age.": "Youth: Your body doesn’t age.", + "Health: You heal fast, take +1 ongoing to all rolled moves to recover from harm or disease.": "Health: You heal fast, take +1 ongoing to all rolled moves to recover from harm or disease.", + "Pleasure: You have a loving partner or two, and can enjoy feasting, drinking, and other intoxicants without side effects.": "Pleasure: You have a loving partner or two, and can enjoy feasting, drinking, and other intoxicants without side effects.", + "Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure 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.": "Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure 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.", + "Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure 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. Police were less coordinated and professionalised in the nineteenth century than they are now, so your friends are local—but they’re high-ranking and can pull some strings if you contact them in time.": "Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure 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. Police were less coordinated and professionalised in the nineteenth century than they are now, so your friends are local—but they’re high-ranking and can pull some strings if you contact them in time.", + "Friends on the Force: You have friends among the Queen’s Musketeers and town guards of all Helos towns. You can act under pressure 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.": "Friends on the Force: You have friends among the Queen’s Musketeers and town guards of all Helos towns. You can act under pressure 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.", + "Friends on the Force: You have friends among the Marches Guard and royal administrators. You can act under pressure 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.": "Friends on the Force: You have friends among the Marches Guard and royal administrators. You can act under pressure 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.", + "Friendly Society: You are a member of, and have good friends in, one of the community clubs or mystery cults. Decide which one. They’ll provide basic aid when you’re in a fix. If you need an unusual level of help, you may persuade them to do it.": "Friendly Society: You are a member of, and have good friends in, one of the community clubs or mystery cults. Decide which one. They’ll provide basic aid when you’re in a fix. If you need an unusual level of help, you may persuade them to do it.", + "Merry Outlaws: You’re a member of a loosely cooperating group of exiles and outcasts. You can call on them for help, and you’ll get it, but they will expect the same of you when they need your skills. Name and describe at least three of them.": "Merry Outlaws: You’re a member of a loosely cooperating group of exiles and outcasts. You can call on them for help, and you’ll get it, but they will expect the same of you when they need your skills. Name and describe at least three of them.", + "Driver: You gain +1 ongoing while driving a vehicle, such as a carriage, or riding an animal. You also own 2 handy, widely-available means of transport.": "Driver: You gain +1 ongoing while driving a vehicle, such as a carriage, or riding an animal. You also own 2 handy, widely-available means of transport.", + "Equestrian: You have +1 ongoing while riding a horse and similar creatures, plus you can tame any such creature. You also own two riding animals for various purposes (like a beautiful racing horse and a sturdy travelling one).": "Equestrian: You have +1 ongoing while riding a horse and similar creatures, plus you can tame any such creature. You also own two riding animals for various purposes (like a beautiful racing horse and a sturdy travelling one).", + "Wild Ally: You have an animal ally. Give them a name and describe what sort of animal they are.": "Wild Ally: You have an animal ally. Give them a name and describe what sort of animal they are.", + "Notorious: You have a scary reputation. Treat any miss when you intimidate as if you rolled a 7-9.": "Notorious: You have a scary reputation. Treat any miss when you intimidate as if you rolled a 7-9.", + "Boss From Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your dreams ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery 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.": "Boss From Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your dreams ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery 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.", + "Cast Out Evil: You may banish a creature corrupted by dreams—including yourself! Roll +Tough. On a 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 unnatural hunters (e.g. the Monstrous). On a miss, you banish yourself instead. That’s bad.": "Cast Out Evil: You may banish a creature corrupted by dreams—including yourself! Roll +Tough. On a 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 unnatural hunters (e.g. the Monstrous). On a miss, you banish yourself instead. That’s bad.", + "Cast Out Spirits: You may banish a corporeal spirit or contain an incorporeal spirit in your presence. On a 10+, you force corporeal spirits to flee and makes the incorporeal ones unable to use any powers as long as you’re near them and don’t hurt them directly. On a 7-9, it takes a while before this effect starts. On a miss, it doesn’t work, and they’re really furious at you for using the Wild’s magic against them. You take –1 ongoing to moves against the spirits you tried to banish.": "Cast Out Spirits: You may banish a corporeal spirit or contain an incorporeal spirit in your presence. On a 10+, you force corporeal spirits to flee and makes the incorporeal ones unable to use any powers as long as you’re near them and don’t hurt them directly. On a 7-9, it takes a while before this effect starts. On a miss, it doesn’t work, and they’re really furious at you for using the Wild’s magic against them. You take –1 ongoing to moves against the spirits you tried to banish.", + "You get these two:": "You get these two:", + "Unbreakable Bargain: You made a deal with the spirit to gain your powers. At the beginning of each mystery, the spirit will let you know what it wants you to do. Ask the Keeper for a task (which may be more or less at odds with the mystery). When you make significant progress, take +1 forward. At the end of the mystery, if the task is complete, mark experience.": "Unbreakable Bargain: You made a deal with the spirit to gain your powers. At the beginning of each mystery, the spirit will let you know what it wants you to do. Ask the Keeper for a task (which may be more or less at odds with the mystery). When you make significant progress, take +1 forward. At the end of the mystery, if the task is complete, mark experience.", + "Marks of Corruption: The spirit’s magic can corrupt you. When you roll 6 or less on an action using a spirit power, the Keeper may require you become corrupted. This may take the form of a physical change to your body, a personality quirk or flaw, or a change in behaviour. When you must take a mark, you decide what it is.": "Marks of Corruption: The spirit’s magic can corrupt you. When you roll 6 or less on an action using a spirit power, the Keeper may require you become corrupted. This may take the form of a physical change to your body, a personality quirk or flaw, or a change in behaviour. When you must take a mark, you decide what it is.", + "Then pick two of these:": "Then pick two of these:", + "Spirit Paths: You can visit the spirit world. You may bring others with you. Roll +Cool. On a 10+, you travel there safely. On a 7-9, you pick: you take longer than you intended, or you pass through a dangerous area. On a miss, you are lost in the spirit world. In the spirit world, you may commune with spirits to gain insights not available in the waking world.": "Spirit Paths: You can visit the spirit world. You may bring others with you. Roll +Cool. On a 10+, you travel there safely. On a 7-9, you pick: you take longer than you intended, or you pass through a dangerous area. On a miss, you are lost in the spirit world. In the spirit world, you may commune with spirits to gain insights not available in the waking world.", + "Passage Transformation: You may travel in an animal form to get to another place quickly, or move where a human could not. Pick the form you take and your destination, then roll +Weird. On a 10+, you get there safely. On a 7-9, pick one: you get pursued by a predator, you get lost, or you retain an aspect of that animal a little while. On any result, when you finish your journey, you return to your normal shape.": "Passage Transformation: You may travel in an animal form to get to another place quickly, or move where a human could not. Pick the form you take and your destination, then roll +Weird. On a 10+, you get there safely. On a 7-9, pick one: you get pursued by a predator, you get lost, or you retain an aspect of that animal a little while. On any result, when you finish your journey, you return to your normal shape.", + "What I Need, When I Need It: You may transform objects you own, so that they are small and innocuous (pebbles, beads, sticks, etc.). Whenever you wish, you may return them to their normal form.": "What I Need, When I Need It: You may transform objects you own, so that they are small and innocuous (pebbles, beads, sticks, etc.). Whenever you wish, you may return them to their normal form.", + "Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negative emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.": "Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negative emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.", + "Lay on Hands: Your touch can heal injury and disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2-harm or an illness, plus they’re stabilised. On a 7-9, you can heal the harm or illness as on a 10+, but you take it into yourself. On a miss, your aura causes them extra harm. You can’t use this on yourself.": "Lay on Hands: Your touch can heal injury and disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2-harm or an illness, plus they’re stabilised. On a 7-9, you can heal the harm or illness as on a 10+, but you take it into yourself. On a miss, your aura causes them extra harm. You can’t use this on yourself.", + "Sacred Warding: If you take some time, you may prepare a place against evil influences. Specify what you’re guarding against (a specific sort of monster or magical spell). It can’t cross the warding or influence those on the other side. The Keeper will inform you how long it takes, based on the size of the place. The warding lasts until the next sunrise. You can’t use this on people or objects, just locations.": "Sacred Warding: If you take some time, you may prepare a place against evil influences. Specify what you’re guarding against (a specific sort of monster or magical spell). It can’t cross the warding or influence those on the other side. The Keeper will inform you how long it takes, based on the size of the place. The warding lasts until the next sunrise. You can’t use this on people or objects, just locations.", + "Smite: Your unarmed attacks do 2-harm intimate/hand imbued messy. If you attack with a weapon, you inflict +1 harm.": "Smite: Your unarmed attacks do 2-harm intimate/hand imbued messy. If you attack with a weapon, you inflict +1 harm.", + "A Little Friend: You have a minor spirit or animal ally. They are an associate of your patron spirit. Give them a name, pick an ally type, and describe their form.": "A Little Friend: You have a minor spirit or animal ally. They are an associate of your patron spirit. Give them a name, pick an ally type, and describe their form.", + "I’ve Heard about This Sort of Thing: Roll +Sharp instead of +Cool when you act under pressure.": "I’ve Heard about This Sort of Thing: Roll +Sharp instead of +Cool when you act under pressure.", + "Often Right: When a hunter comes to you for advice 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.": "Often Right: When a hunter comes to you for advice 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.", + "Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it, ready to use. On a 7-9, you have it, but not here: it will take some time to get it. On a miss, you know where it is, but it’s somewhere real bad. The item will have 1 wear left (although if made of tough materials, you can still repair it back to its maximum wear).": "Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it, ready to use. On a 7-9, you have it, but not here: it will take some time to get it. On a miss, you know where it is, but it’s somewhere real bad. The item will have 1 wear left (although if made of tough materials, you can still repair it back to its maximum wear).", + "It Wasn’t as Bad as It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2-harm and stabilize your wounds. On a 7-9, you may either stabilize or heal 1-harm. On a miss, it was worse than it looked: the Keeper may inflict a harm move on you or make your wounds unstable.": "It Wasn’t as Bad as It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2-harm and stabilize your wounds. On a 7-9, you may either stabilize or heal 1-harm. On a miss, it was worse than it looked: the Keeper may inflict a harm move on you or make your wounds unstable.", + "The Exact Thing: When you use an item you have specifically prepared for the current situation, gain +1 ongoing.": "The Exact Thing: When you use an item you have specifically prepared for the current situation, gain +1 ongoing.", + "The Woman (or Man) With the Plan: At the beginning of each mystery, roll +Sharp. On a 10+, hold 2. On a 7-9, hold 1. Spend the hold to be where you need to be, prepared and ready, if it’s at all possible you could make it. On a miss, the Keeper holds 1 they can spend to have you be in the worst place, unprepared and unready.": "The Woman (or Man) With the Plan: At the beginning of each mystery, roll +Sharp. On a 10+, hold 2. On a 7-9, hold 1. Spend the hold to be where you need to be, prepared and ready, if it’s at all possible you could make it. On a miss, the Keeper holds 1 they can spend to have you be in the worst place, unprepared and unready.", + "Dark Past: You dabbled in the worst sort of mystical arts before you returned to the community. If you trawl through your memories for something relevant to the mystery at hand, roll +Weird. On a 10+, ask the Keeper two questions from the following list. 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’re now dealing with.When I dealt with this creature (or one of its kind), what did I learn?What evil magic do I know that could help here?Do I know anyone who might be behind this?Who do I know who can help us right now?": "Dark Past: You dabbled in the worst sort of mystical arts before you returned to the community. If you trawl through your memories for something relevant to the mystery at hand, roll +Weird. On a 10+, ask the Keeper two questions from the following list. 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’re now dealing with.", + "Correspondence Society: You have a network of spies, informants, and eccentrics that constantly correspond with each other, all over the world, via mail and coded messages in newspapers. When you contact a society member to help you, roll +Charm. On a 10+, they’re available and helpful—they can fix something, break a code, 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.": "Correspondence Society: You have a network of spies, informants, and eccentrics that constantly correspond with each other, all over the world, via mail and coded messages in newspapers. When you contact a society member to help you, roll +Charm. On a 10+, they’re available and helpful—they can fix something, break a code, 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.", + "Spy Network: You have a network of spies, informants, and eccentrics that leave secret messages and exchange news in strange codes all around Helos. When you contact a spy to help you, roll +Charm. On a 10+, they’re available and helpful—they can fix something, break a code, 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.": "Spy Network: You have a network of spies, informants, and eccentrics that leave secret messages and exchange news in strange codes all around Helos. When you contact a spy to help you, roll +Charm. On a 10+, they’re available and helpful—they can fix something, break a code, 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.", + "Eyes and Ears: You’re friends with spies and rangers who observe the Iron Principality forces and nature spirits alike. When you contact a friend to help you, roll +Charm. On a 10+, they’re available and helpful—they can fix something, break a code, 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.": "Eyes and Ears: You’re friends with spies and rangers who observe the Iron Principality forces and nature spirits alike. When you contact a friend to help you, roll +Charm. On a 10+, they’re available and helpful—they can fix something, break a code, 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.", + "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Espionage, Forensic Scientists, Fringe Scientists, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Theater, Tinkers, Transportation": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Espionage, Forensic Scientists, Fringe Scientists, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Theater, Tinkers, Transportation", + "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Courtiers, Criminals (organised), Criminals (street), Cultists, Dream Alchemists, Engineers, Espionage, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Merchants, Military, Morgue, Musketeers, Occult, Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Theatre, Town Guards, Transportation": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Courtiers, Criminals (organised), Criminals (street), Cultists, Dream Alchemists, Engineers, Espionage, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Merchants, Military, Morgue, Musketeers, Occult, Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Theatre, Town Guards, Transportation", + "Scholars, Scribes, Artists, Bartenders, Builders, Healers, Magistrates, Wild cultists, Secret agents, Criminals, Engineers, Lawyers, Marches Guard, Carters": "Scholars, Scribes, Artists, Bartenders, Builders, Healers, Magistrates, Wild cultists, Secret agents, Criminals, Engineers, Lawyers, Marches Guard, Carters", + "Out of the Past: You have a Musketeer or town guard buddy who will do you big favors. 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.": "Out of the Past: You have a Musketeer or town guard buddy who will do you big favors. 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.", + "Out of the Past: You have a Marches Guard member or royal administrator buddy who will do you big favors. 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.": "Out of the Past: You have a Marches Guard member or royal administrator buddy who will do you big favors. 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.", + "Archive Rat: When you gain access to a library or archive, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You": "Archive Rat: When you gain access to a library or archive, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Tune in to Gossip: When you chat folks up at a tavern, inn, or other public gathering, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You": "Tune in to Gossip: When you chat folks up at a tavern, inn, or other public gathering, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Ancient Fighting Arts: When you fight without weapons, you inflict +1 harm and get +1 ongoing to protect someone.": "Ancient Fighting Arts: When you fight without weapons, you inflict +1 harm and get +1 ongoing to protect someone.", + "Unnatural Appeal: Roll +Weird instead of +Charm when you persuade someone.": "Unnatural Appeal: Roll +Weird instead of +Charm when you persuade someone.", + "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run—including with the pursuit move—take +1 ongoing.": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run—including with the pursuit move—take +1 ongoing.", + "Shapeshifter: You may change your form (usually into an animal). This often requires an object to transform, usually a hide of the creature whose form you assume. Decide if you have just one alternate form or several, and detail them. You gain +1 to investigate a mystery when using an alternate form’s superior senses.": "Shapeshifter: You may change your form (usually into an animal). This often requires an object to transform, usually a hide of the creature whose form you assume. Decide if you have just one alternate form or several, and detail them. You gain +1 to investigate a mystery when using an alternate form’s superior senses.", + "Wild Language: You may speak to the animating spirits within all beings, objects, and places (people, animals, plants, rocks, the air, fires, etc.) without needing to awaken them first with use magic.": "Wild Language: You may speak to the animating spirits within all beings, objects, and places (people, animals, plants, rocks, the air, fires, etc.) without needing to awaken them first with use magic.", + "Shadowsight: You can see in darkness as if it were daylight.": "Shadowsight: You can see in darkness as if it were daylight.", + "Handy: When you craft, your repairs restore +1 wear and your new items start with +1 maximum wear. This is in addition to any extras from your roll.": "Handy: When you craft, your repairs restore +1 wear and your new items start with +1 maximum wear. This is in addition to any extras from your roll.", + "Dark Desires: When you persuade a non-human using emotional ties, take +1 forward.": "Dark Desires: When you persuade a non-human using emotional ties, take +1 forward.", + "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it’s feasible), you can spend a point of Favour to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for bond abuse.": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it’s feasible), you can spend a point of Favour to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for bond abuse.", + "Mobility: You have a carriage or train compartment built for monster hunting. Choose two good things and one bad thing about it.": "Mobility: You have a carriage or train compartment built for monster hunting. Choose two good things and one bad thing about it.", + "Mobility: You have a carriage or a ship built for monster hunting. Choose two good things and one bad thing about it.": "Mobility: You have a carriage or a ship built for monster hunting. Choose two good things and one bad thing about it.", + "Mobility: You have a carriage built for monster hunting. Choose two good things and one bad thing about it.": "Mobility: You have a carriage built for monster hunting. Choose two good things and one bad thing about it.", + "“What Does That Feel Like?”: When you frantically write in a notebook in front of someone, 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.": "“What Does That Feel Like?”: When you frantically write in a notebook in front of someone, 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.", + "Everything’s Documented: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, by consulting your notes and photographs.": "Everything’s Documented: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, by consulting your notes and photographs.", + "Telepathy: You can read people’s thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also persuade and intimidate without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.": "Telepathy: You can read people’s thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also persuade and intimidate without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.", + "The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery. Additionally—each session—you get +1 forward when interacting with spirits or the spirit world.": "The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery. Additionally—each session—you get +1 forward when interacting with spirits or the spirit world.", + "Fervor: When you persuade, roll +Tough instead of +Charm.": "Fervor: When you persuade, roll +Tough instead of +Charm.", + "Safety First: Add +1 armour to any one piece of gear.": "Safety First: Add +1 armour to any one piece of gear.", + "Make Do: When you use the crafting basic move, you may substitute one inferior material for a requirement of the item.": "Make Do: When you use the crafting basic move, you may substitute one inferior material for a requirement of the item.", + "Crafting Advanced: When repairing...On a 12+, add an extra and restore the item to its maximum wear level.When making something new...On a 12+, you make it plus pick two extras.": "Crafting Advanced: When repairing...When making something new...", + "Intimidate Advanced: On a 12+, if you have advanced intimidate, they do what you say and don’t hold a grudge. If they’re a member of your community, add a mark to their hunter support track.": "Intimidate Advanced: On a 12+, if you have advanced intimidate, they do what you say and don’t hold a grudge. If they’re a member of your community, add a mark to their hunter support track.", + "Persuade Advanced: On a 12+, they’re convinced. If they’re a member of your community, add a mark to their hunter support track. If they are an outsider, they instead become an ally.": "Persuade Advanced: On a 12+, they’re convinced. If they’re a member of your community, add a mark to their hunter support track. If they are an outsider, they instead become an ally.", + "Pursuit Advanced: On a 12+, you close the distance, plus pick three options.": "Pursuit Advanced: On a 12+, you close the distance, plus pick three options.", + "Your special weapon has unlimited wear.": "Your special weapon has unlimited wear.", + "Cord (1 harm, hand, area)": "Cord (1 harm, hand, area)", + "Edge (+1 harm)": "Edge (+1 harm)", + "Cord (+area)": "Cord (+area)", + "antler, fangs, flint, ivory, jade, talon, beak, ebony, oak, thorn, holly, ash, whalebone, ironwood, or anything else you want. Metal is allowed, but only as a specifically unusual and unique option—most likely copper or meteoric iron.": "antler, fangs, flint, ivory, jade, talon, beak, ebony, oak, thorn, holly, ash, whalebone, ironwood, or anything else you want. Metal is allowed, but only as a specifically unusual and unique option—most likely copper or meteoric iron.", + "Pick three:": "Pick three:", + "Fancy clothing (2-wear fancy)": "Fancy clothing (2-wear fancy)", + "Current wear:": "Current wear:", + "Gemstone bead jewellery (5-wear)": "Gemstone bead jewellery (5-wear)", + "Heavy leather vest (3-wear 1-armour)": "Heavy leather vest (3-wear 1-armour)", + "Jade knife (6-wear 1-harm hand)": "Jade knife (6-wear 1-harm hand)", + "Obsidian axe (4-wear 2-harm hand messy)": "Obsidian axe (4-wear 2-harm hand messy)", + "Rain cloak (3-wear rainproof)": "Rain cloak (3-wear rainproof)", + "Snares and traps (2-wear 0-harm entangle)": "Snares and traps (2-wear 0-harm entangle)", + "Snowshoes (3-wear useful)": "Snowshoes (3-wear useful)", + "Stone bead jewellery (3-wear)": "Stone bead jewellery (3-wear)", + "Fancy hat (3-wear fancy)": "Fancy hat (3-wear fancy)", + "Sword studded with flint or teeth (4-wear 2-harm hand messy)": "Sword studded with flint or teeth (4-wear 2-harm hand messy)", + "Warm clothes (3-wear warm)": "Warm clothes (3-wear warm)", + "Lever rifle (3-harm close/far reload)": "Lever rifle (3-harm close/far reload)", + "Revolver (2-harm hand/close reload)": "Revolver (2-harm hand/close reload)", + "Small revolver (1-harm hand/close reload concealable)": "Small revolver (1-harm hand/close reload concealable)", + "Steam pressure rifle (3-harm close reload)": "Steam pressure rifle (3-harm close reload)", + "Sword cane (2-harm hand concealable)": "Sword cane (2-harm hand concealable)", + "Wrench (2-harm hand inconspicuous)": "Wrench (2-harm hand inconspicuous)", + "Alchemical vials (2-harm close magic many volatile)": "Alchemical vials (2-harm close magic many volatile)", + "Ancient stiletto (1-harm intimate/hand small valuable)": "Ancient stiletto (1-harm intimate/hand small valuable)", + "Clockwork rifle (3-harm close reload)": "Clockwork rifle (3-harm close reload)", + "Flintlock pistol (2-harm close reload loud)": "Flintlock pistol (2-harm close reload loud)", + "Repeating crossbow (2-harm close quick)": "Repeating crossbow (2-harm close quick)", + "Prototype pistol (3-harm close reload ignore-armour volatile loud)": "Prototype pistol (3-harm close reload ignore-armour volatile loud)", + "Repeating crossbow (2-harm close quick reload unreliable)": "Repeating crossbow (2-harm close quick reload unreliable)", + "Sword (2-harm hand)": "Sword (2-harm hand)", + "Spear (2-harm hand/close)": "Spear (2-harm hand/close)", + "Shortbow (2-harm close concealable)": "Shortbow (2-harm close concealable)", + "Whipblade (3-harm hand/close messy)": "Whipblade (3-harm hand/close messy)", + "Halberd (3-harm hand/close messy slow)": "Halberd (3-harm hand/close messy slow)", + "Pick four of these monster hunting items:": "Pick four of these monster hunting items:", + "Whipblade (2-harm hand/close messy)": "Whipblade (2-harm hand/close messy)", + "Musket (3-harm close reload slow inaccurate)": "Musket (3-harm close reload slow inaccurate)", + "Prototype Flamethrower (3-harm close area volatile)": "Prototype Flamethrower (3-harm close area volatile)", + "Dreamsteel rapier (2-harm hand balanced)": "Dreamsteel rapier (2-harm hand balanced)", + "Crossbow (2-harm close quick reload)": "Crossbow (2-harm close quick reload)", + "Prototype rifle (3-harm far reload ignore-armour volatile loud)": "Prototype rifle (3-harm far reload ignore-armour volatile loud)", + "Hammer & ash stakes (2-wear 3-harm intimate slow wooden)": "Hammer & ash stakes (2-wear 3-harm intimate slow wooden)", + "Hammered sky-iron dagger (5-wear 1-harm hand messy iron)": "Hammered sky-iron dagger (5-wear 1-harm hand messy iron)", + "Blessed flint knife (3-wear 1-harm hand sacred)": "Blessed flint knife (3-wear 1-harm hand sacred)", + "Magical obsidian dagger (3-wear 1-harm hand magic)": "Magical obsidian dagger (3-wear 1-harm hand magic)", + "Curse bag (2-wear 1-harm far magic)": "Curse bag (2-wear 1-harm far magic)", + "Demon mask (2-wear magic disguise)": "Demon mask (2-wear magic disguise)", + "Enchanted drum (4-wear 1-harm magic loud)": "Enchanted drum (4-wear 1-harm magic loud)", + "Bag of seeds (2-wear distracting)": "Bag of seeds (2-wear distracting)", + "For the Expert, all of these may be made of special materials from the Marches (see below).": "For the Expert, all of these may be made of special materials from the Marches (see below).", + "Rifle (3-harm close/far reload slow)": "Rifle (3-harm close/far reload slow)", + "Ancient gladius (2-harm hand valuable)": "Ancient gladius (2-harm hand valuable)", + "Dagger (1-harm hand/close hidden)": "Dagger (1-harm hand/close hidden)", + "You get a flask of wine, brandy, ale, or vodka; a notebook; two espionage tools; and one handy weapon.": "You get a flask of wine, brandy, ale, or vodka; a notebook; two espionage tools; and one handy weapon.", + "You get a flask of wine or rum, three espionage tools, and one handy weapon.": "You get a flask of wine or rum, three espionage tools, and one handy weapon.", + "Espionage Tools": "Espionage Tools", + "climbing claws": "climbing claws", + "dictionary of thieves’ codes": "dictionary of thieves’ codes", + "access to local fingerprint recordings": "access to local fingerprint recordings", + "durable rope": "durable rope", + "false police seal": "false police seal", + "false royal seal": "false royal seal", + "false travel documents": "false travel documents", + "invisible ink": "invisible ink", + "well-crafted disguise (can be chosen multiple times if you want multiple disguises)": "well-crafted disguise (can be chosen multiple times if you want multiple disguises)", + "pick three": "pick three", + "false Dream Alchemists’ seal": "false Dream Alchemists’ seal", + "false Queen’s seal": "false Queen’s seal", + "perfect map of Hermessia": "perfect map of Hermessia", + "(pick three)": "(pick three)", + "a crude map of the entire Marches": "a crude map of the entire Marches", + "a detailed map of key spirits’ domains": "a detailed map of key spirits’ domains", + "big magic ritual useful for gaining info": "big magic ritual useful for gaining info", + "Durable rope": "Durable rope", + "False Queen’s seal": "False Queen’s seal", + "Invisible ink": "Invisible ink", + "Handy Weapons": "Handy Weapons", + "Family heirloom sword (2-harm hand precious)": "Family heirloom sword (2-harm hand precious)", + "Hunting clockhawk (2-harm close ignore-armour)": "Hunting clockhawk (2-harm close ignore-armour)", + "Vampire hunting kit (4-harm hand or 2-harm close restraining against vampires, 1-harm hand against everybody else)": "Vampire hunting kit (4-harm hand or 2-harm close restraining against vampires, 1-harm hand against everybody else)", + "Axe (2-harm hand messy)": "Axe (2-harm hand messy)", + "Big sword (3-harm hand messy)": "Big sword (3-harm hand messy)", + "(If Sect has Modernised or Scientifical Gadgets, pick two; otherwise pick one)": "(If Sect has Modernised or Scientifical Gadgets, pick two; otherwise pick one)", + "(If Sect has Modernised or State-of-the-art Alchemy, pick two; otherwise pick one)": "(If Sect has Modernised or State-of-the-art Alchemy, pick two; otherwise pick one)", + "(If Sect has Modernised or Industrial Marvels, pick two; otherwise pick one)": "(If Sect has Modernised or Industrial Marvels, pick two; otherwise pick one)", + "Sect weapons": "Sect weapons", + "(Pick one)": "(Pick one)", + "Sword studded with flints or teeth (4-wear 2-harm hand messy)": "Sword studded with flints or teeth (4-wear 2-harm hand messy)", + "Stone machete (4-wear 2-harm hand useful)": "Stone machete (4-wear 2-harm hand useful)", + "Bone-headed spear (3-wear 2-harm hand/close)": "Bone-headed spear (3-wear 2-harm hand/close)", + "Bow (3-wear 2-harm close/far) and several arrows": "Bow (3-wear 2-harm close/far) and several arrows", + "Sect ritual item": "Sect ritual item", + "Bone vest (4-wear 1-armour)": "Bone vest (4-wear 1-armour)", + "Ritual finery (2-wear)": "Ritual finery (2-wear)", + "Drum (3-wear)": "Drum (3-wear)", + "Normal Person: If you wish, your Mundane doesn’t need to be a Spirit-Touched. However, if they’re not, they don’t choose special materials for their weapons.": "Normal Person: If you wish, your Mundane doesn’t need to be a Spirit-Touched. However, if they’re not, they don’t choose special materials for their weapons.", + "a fast horse": "a fast horse", + "an average horse and carriage": "an average horse and carriage", + "a boat": "a boat", + "friends who can procure railway tickets": "friends who can procure railway tickets", + "friends who can procure ship tickets": "friends who can procure ship tickets", + "a small ship in terrible condition": "a small ship in terrible condition", + "right to stay in inns for free": "right to stay in inns for free", + "add “What useful shortcut do I know?” to investigate a mystery questions": "add “What useful shortcut do I know?” to investigate a mystery questions", + "Pick one of these:": "Pick one of these:", + "A mysterious amulet (4-wear fancy magic). You don’t know what it does.": "A mysterious amulet (4-wear fancy magic). You don’t know what it does.", + "Gemstone bead jewellery (5-wear). It’s a family heirloom.": "Gemstone bead jewellery (5-wear). It’s a family heirloom.", + "Ritual mask (2-wear fancy holy)": "Ritual mask (2-wear fancy holy)", + "Bone whistle (3-wear)": "Bone whistle (3-wear)", + "Shell trumpet (3-wear)": "Shell trumpet (3-wear)", + "Really nice flint knife (4-wear 1-harm hand fancy useful)": "Really nice flint knife (4-wear 1-harm hand fancy useful)", + "A horse": "A horse", + "A mule-drawn carriage": "A mule-drawn carriage", + "A boat": "A boat", + "For Gothic Century, you may instead pick a family heirloom sword (2-harm hand precious) or whipblade (2-harm hand/close messy).": "For Gothic Century, you may instead pick a family heirloom sword (2-harm hand precious) or whipblade (2-harm hand/close messy).", + "For Dreaming With the Gods, you may instead pick an ancient gladius (2-harm hand), ancient stiletto (1-harm intimate/hand small), dreamsteel rapier (2-harm hand balanced), or hunting clockhawk (2-harm close ignore-armour).": "For Dreaming With the Gods, you may instead pick an ancient gladius (2-harm hand), ancient stiletto (1-harm intimate/hand small), dreamsteel rapier (2-harm hand balanced), or hunting clockhawk (2-harm close ignore-armour).", + "Part of their body, such as a vial of blood, lock of hair, tears in a phial, fairy dust. It either helps you heal or counts as a weakness against a specific sort of monster.": "Part of their body, such as a vial of blood, lock of hair, tears in a phial, fairy dust. It either helps you heal or counts as a weakness against a specific sort of monster.", + "An amulet, from the rare gear list. It provides 1-armour magic.": "An amulet, from the rare gear list. It provides 1-armour magic.", + "An amulet, from the rare gear list. It protects you from the powers of a specific sort of monster.": "An amulet, from the rare gear list. It protects you from the powers of a specific sort of monster.", + "A memento of the time when they were human, such as a portrait, favourite hat, doll, or tool. Provides +1 on bond abuse rolls.": "A memento of the time when they were human, such as a portrait, favourite hat, doll, or tool. Provides +1 on bond abuse rolls.", + "A rare weapon, from the rare gear list. Add either a “magic” or “imbued” tag to the weapon.": "A rare weapon, from the rare gear list. Add either a “magic” or “imbued” tag to the weapon.", + "Heavy Cloak (1 armour, hidden)": "Heavy Cloak (1 armour, hidden)", + "Medieval Armour (2 armour, heavy)": "Medieval Armour (2 armour, heavy)", + "Reinforced Vest (1 armour, hidden)": "Reinforced Vest (1 armour, hidden)", + "Alchemical Armour (2 armour, heavy)": "Alchemical Armour (2 armour, heavy)", + "Thin Leather Armour (1 armour, hidden)": "Thin Leather Armour (1 armour, hidden)", + "Heavy Chainmail (2 armour, heavy)": "Heavy Chainmail (2 armour, heavy)", + "Portable steamcannon (3-harm close/far reload loud messy)": "Portable steamcannon (3-harm close/far reload loud messy)", + "Handcannon (3-harm close/far reload loud messy)": "Handcannon (3-harm close/far reload loud messy)", + "Longbow (2-harm far)": "Longbow (2-harm far)", + "A notebook and a looking-glass, plus:": "A notebook and a looking-glass, plus:", + "You get one of:": "You get one of:", + "A horse and a carriage": "A horse and a carriage", + "A small ship": "A small ship", + "Investigator Tools (pick three):": "Investigator Tools (pick three):", + "Research Tools (pick three):": "Research Tools (pick three):", + "Chemical analysis set": "Chemical analysis set", + "Prototype forensic tools": "Prototype forensic tools", + "Ghost hunting tools": "Ghost hunting tools", + "Scientific measuring tools": "Scientific measuring tools", + "Cryptid hunting gear": "Cryptid hunting gear", + "Historical documents and witness reports of strange events": "Historical documents and witness reports of strange events", + "Disguise set": "Disguise set", + "Garlic": "Garlic", + "A small mirror": "A small mirror", + "Holy symbols of various religions": "Holy symbols of various religions", + "Alchemical analysis set": "Alchemical analysis set", + "Ancient bestiary": "Ancient bestiary", + "Dream-catcher": "Dream-catcher", + "Dream diary": "Dream diary", + "Spyglass": "Spyglass", + "Maps, blueprints, and building reports for significant places": "Maps, blueprints, and building reports for significant places", + "a book of spirits": "a book of spirits", + "spiritbane herbs": "spiritbane herbs", + "list of the Principality’s army symbols and banners": "list of the Principality’s army symbols and banners", + "a forged recommendation from a Principality official": "a forged recommendation from a Principality official", + "a trap for catching (1-harm hand restraining if sprung)": "a trap for catching (1-harm hand restraining if sprung)", + "a trap for hurting (3-harm close messy if sprung)": "a trap for hurting (3-harm close messy if sprung)", + "spyglass": "spyglass", + "Notebook & pen": "Notebook & pen", + "Sketchbook, watercolours, and pencils": "Sketchbook, watercolours, and pencils", + "Personal secretary": "Personal secretary", + "Camera (heavy, fragile) and Photographic flash apparatus (heavy, loud, volatile)": "Camera (heavy, fragile) and Photographic flash apparatus (heavy, loud, volatile)", + "Phonograph (heavy, fragile)": "Phonograph (heavy, fragile)", + "Electrical lantern (fragile)": "Electrical lantern (fragile)", + "Dowsing rods": "Dowsing rods", + "Ouija board": "Ouija board", + "Chemistry test kit": "Chemistry test kit", + "Compass": "Compass", + "Pendulum": "Pendulum", + "Tarot cards": "Tarot cards", + "Electrical fluid detector": "Electrical fluid detector", + "Sample case & jars": "Sample case & jars", + "Dissection kit": "Dissection kit", + "Thermometer": "Thermometer", + "Stopwatch": "Stopwatch", + "Prisms, lenses, & crystals": "Prisms, lenses, & crystals", + "Radio-wave receiver (heavy, fragile)": "Radio-wave receiver (heavy, fragile)", + "Chloroform (0-harm, intimate, stun)": "Chloroform (0-harm, intimate, stun)", + "House-wagon & horses": "House-wagon & horses", + "Cart & mules": "Cart & mules", + "Stout boots": "Stout boots", + "Mule": "Mule", + "Camel": "Camel", + "Canal-boat": "Canal-boat", + "Schooner": "Schooner", + "Wild mount": "Wild mount", + "River-boat": "River-boat", + "Ghost-Smoke Spectacles. Glasses that can see into the spirit world.": "Ghost-Smoke Spectacles. Glasses that can see into the spirit world.", + "Transparent Veil. A small length of cloth that when peered through allows you to see into the spirit world.": "Transparent Veil. A small length of cloth that when peered through allows you to see into the spirit world.", + "Living Dog Puppet. Somehow this came to life. It’s kind of like a regular dog?": "Living Dog Puppet. Somehow this came to life. It’s kind of like a regular dog?", + "Returning Aureus. Spend this coin, and it will come back in a day or so.": "Returning Aureus. Spend this coin, and it will come back in a day or so.", + "Returning Ducat. Spend this coin, and it will come back in a day or so.": "Returning Ducat. Spend this coin, and it will come back in a day or so.", + "Sword (2-harm hand) made from two special materials at once": "Sword (2-harm hand) made from two special materials at once", + "Massive sword studded with monster teeth (6-wear 4-harm hand messy heavy)": "Massive sword studded with monster teeth (6-wear 4-harm hand messy heavy)", + "Jade dagger (8-wear 2-harm intimate/hand messy ignore-armour)": "Jade dagger (8-wear 2-harm intimate/hand messy ignore-armour)", + "Obsidian axe (7-wear 3-harm hand messy)": "Obsidian axe (7-wear 3-harm hand messy)", + "Mighty bow (5-wear 3-harm close/far fast) and a selection of arrows": "Mighty bow (5-wear 3-harm close/far fast) and a selection of arrows", + "Ivory spear and thrower (5-wear 4-harm hand/close/far)": "Ivory spear and thrower (5-wear 4-harm hand/close/far)", + "Ancient ebony club (6-wear 3-harm hand stun)": "Ancient ebony club (6-wear 3-harm hand stun)", + "Spirit rope (8-wear 2-harm hand/close magic entangle)": "Spirit rope (8-wear 2-harm hand/close magic entangle)", + "Flint pick (7-wear 4-harm hand messy heavy slow)": "Flint pick (7-wear 4-harm hand messy heavy slow)", + "Enchanted antler dagger (6-wear 2-harm intimate/hand magic)": "Enchanted antler dagger (6-wear 2-harm intimate/hand magic)", + "A trusted horse": "A trusted horse", + "A horse- or mule-drawn carriage": "A horse- or mule-drawn carriage", + "A fast boat": "A fast boat", + "You may swap these for any of your existing gear picks.": "You may swap these for any of your existing gear picks.", + "Furious struggle (0-harm hand 1-armour)": "Furious struggle (0-harm hand 1-armour)", + "Martial arts (1-harm intimate/hand)": "Martial arts (1-harm intimate/hand)", + "Martial arts master (2-harm intimate/hand 1-armour)": "Martial arts master (2-harm intimate/hand 1-armour)", + "Traps (1-harm hand/close/far slow capture). More elaborate traps might do 2- or 3-harm.": "Traps (1-harm hand/close/far slow capture). More elaborate traps might do 2- or 3-harm.", + "Stun-gun (1-harm hand stun recharge)": "Stun-gun (1-harm hand stun recharge)", + "Hockey stick/bat/etc. (2-harm hand)": "Hockey stick/bat/etc. (2-harm hand)", + "Slingshot (2-harm close reload)": "Slingshot (2-harm close reload)", + "Net or blanket (0-harm hand/close bulky capture)": "Net or blanket (0-harm hand/close bulky capture)", + "Special Materials Gear Tags": "Special Materials Gear Tags", + "Instructions": "Instructions", + "Because of their connection to the Marches, every hunter can pick up to two of their weapons to be made from a special material from the following list. Each material adds new tags or other special rules to the weapon’s attack.": "Because of their connection to the Marches, every hunter can pick up to two of their weapons to be made from a special material from the following list. Each material adds new tags or other special rules to the weapon’s attack.", + "Nimbleoak: Removes “slow” and “reload” tags from a weapon.": "Nimbleoak: Removes “slow” and “reload” tags from a weapon.", + "Affected weapon(s):": "Affected weapon(s):", + "Princely steel: Adds “ignore-armour” to a hand weapon.": "Princely steel: Adds “ignore-armour” to a hand weapon.", + "Cold iron: Adds “+1 harm to spirits” to an iron weapon.": "Cold iron: Adds “+1 harm to spirits” to an iron weapon.", + "Riverstone: Adds “magic” to a weapon.": "Riverstone: Adds “magic” to a weapon.", + "Earthbone*: Adds +1 harm to a hand or intimate weapon.": "Earthbone*: Adds +1 harm to a hand or intimate weapon.", + "Bilewood*: Adds “first attack against a creature deals +2 harm” to a wooden weapon.": "Bilewood*: Adds “first attack against a creature deals +2 harm” to a wooden weapon.", + "Snakewood*: Adds “close” to a hand weapon or “far” to a close weapon.": "Snakewood*: Adds “close” to a hand weapon or “far” to a close weapon.", + "Blood rock*: Adds “life-drain” to a weapon dealing 2 or less harm.": "Blood rock*: Adds “life-drain” to a weapon dealing 2 or less harm.", + "Lifeshield*: Adds “+1 ongoing to protect someone when you wield the weapon” to a hand or intimate weapon.": "Lifeshield*: Adds “+1 ongoing to protect someone when you wield the weapon” to a hand or intimate weapon.", + "Valorheart*: Adds “+1 forward to act under pressure when you draw the weapon” to a weapon.": "Valorheart*: Adds “+1 forward to act under pressure when you draw the weapon” to a weapon.", + "Materials marked with an asterisk* are considered relics or precious gifts by people and spirits of the Marches, and using them against the spirits causes their great wrath. Creating prototype firearms using any of those materials will earn the spirits’ great wrath as well.": "Materials marked with an asterisk* are considered relics or precious gifts by people and spirits of the Marches, and using them against the spirits causes their great wrath. Creating prototype firearms using any of those materials will earn the spirits’ great wrath as well.", + "Everyday Gear": "Everyday Gear", + "Here are some basics that anyone might use and have access to.": "Here are some basics that anyone might use and have access to.", + "Pick up to four things from the everyday gear list, plus your clothes.": "Pick up to four things from the everyday gear list, plus your clothes.", + "Pick up to three things from the everyday gear list, plus your clothes.": "Pick up to three things from the everyday gear list, plus your clothes.", + "Pick up to five things from the everyday gear list, plus your clothes.": "Pick up to five things from the everyday gear list, plus your clothes.", + "Arrows are made in a variety of styles for different purposes. Hunters with bows pick a few types of arrows they normally carry, such as: small game, large game, war, barbed, stabilised, blunt. Decide what material they’re made from.": "Arrows are made in a variety of styles for different purposes. Hunters with bows pick a few types of arrows they normally carry, such as: small game, large game, war, barbed, stabilised, blunt. Decide what material they’re made from.", + "Bone flute (3-wear)": "Bone flute (3-wear)", + "Bone spear (3-wear 2-harm hand/close)": "Bone spear (3-wear 2-harm hand/close)", + "Bow (3-wear 2-harm close/far) and a selection of arrows (see above)": "Bow (3-wear 2-harm close/far) and a selection of arrows (see above)", + "Everyday clothing (2-wear)": "Everyday clothing (2-wear)", + "Firestarting kit (2-wear)": "Firestarting kit (2-wear)", + "Flint knife (4-wear 1-harm hand)": "Flint knife (4-wear 1-harm hand)", + "Heavy leather vest (2-wear 1-armour)": "Heavy leather vest (2-wear 1-armour)", + "Horn knife (3-wear 1-harm hand)": "Horn knife (3-wear 1-harm hand)", + "Huge wooden mace or club (3-wear 3-harm hand heavy)": "Huge wooden mace or club (3-wear 3-harm hand heavy)", + "Leather bag (3-wear)": "Leather bag (3-wear)", + "Leather sling (3-wear 2-harm close)": "Leather sling (3-wear 2-harm close)", + "Linen bag (2-wear)": "Linen bag (2-wear)", + "Paints (2-wear)": "Paints (2-wear)", + "Spear-thrower (3-wear thrown spear gains +1-harm, adds far range)": "Spear-thrower (3-wear thrown spear gains +1-harm, adds far range)", + "Stone axe (4-wear 2-harm hand useful)": "Stone axe (4-wear 2-harm hand useful)", + "Stone dagger (4-wear 2-harm hand useful)": "Stone dagger (4-wear 2-harm hand useful)", + "Stone oil lamp (4-wear fire refill)": "Stone oil lamp (4-wear fire refill)", + "Tough clothing (4-wear)": "Tough clothing (4-wear)", + "Winter clothing (3-wear warm)": "Winter clothing (3-wear warm)", + "Wooden bead jewellery (2-wear)": "Wooden bead jewellery (2-wear)", + "Wooden drum (2-wear)": "Wooden drum (2-wear)", + "Wooden flute (2-wear)": "Wooden flute (2-wear)", + "Wooden knife (2-wear 1-harm hand)": "Wooden knife (2-wear 1-harm hand)", + "Wooden mace or club (3-wear 2-harm hand)": "Wooden mace or club (3-wear 2-harm hand)", + "Wooden oil lamp (2-wear fire refill)": "Wooden oil lamp (2-wear fire refill)", + "Wooden spear (2-wear 2-harm hand/close)": "Wooden spear (2-wear 2-harm hand/close)", + "Wooden throwing club (2-wear 2-harm hand/1-harm close)": "Wooden throwing club (2-wear 2-harm hand/1-harm close)", + "Special Gear": "Special Gear", + "These are some items that are a bit more unusual or harder to find or craft. Some hunters may get gear picks from this list.": "These are some items that are a bit more unusual or harder to find or craft. Some hunters may get gear picks from this list.", + "Bamboo blowpipe (3-wear 0-harm close poison)": "Bamboo blowpipe (3-wear 0-harm close poison)", + "Heavy hide and bone armour (3-wear 2-armour heavy)": "Heavy hide and bone armour (3-wear 2-armour heavy)", + "Ivory flute (4-wear)": "Ivory flute (4-wear)", + "Jade axe (5-wear 2-harm hand)": "Jade axe (5-wear 2-harm hand)", + "Wear Ratings and Materials": "Wear Ratings and Materials", + "The basic wear rating of any piece of gear is determined by two things. First, the main material it’s made from gives it a starting rating. That’s a combination of how strong and long-lasting the material is.Then assess if there is a significant part that is stronger or weaker than the main material. This might be due to construction technique or the inclusion of another material. Add +1 wear for major use of a stronger element, or –1 wear for a weaker one. There’s no need to ensure you get this correct as long as the group agrees that a wear rating is fair. It’s not important to be fully realistic, just to provide a baseline for how quickly objects will wear out.Because the wear rating relates to how much work it is to make an object, this is also a good guideline for how much people value things.": "

The basic wear rating of any piece of gear is determined by two things. First, the main material it’s made from gives it a starting rating. That’s a combination of how strong and long-lasting the material is.

Then assess if there is a significant part that is stronger or weaker than the main material. This might be due to construction technique or the inclusion of another material. Add +1 wear for major use of a stronger element, or –1 wear for a weaker one. There’s no need to ensure you get this correct as long as the group agrees that a wear rating is fair. It’s not important to be fully realistic, just to provide a baseline for how quickly objects will wear out.

Because the wear rating relates to how much work it is to make an object, this is also a good guideline for how much people value things.", + "Materials": "Materials", + "Base Wear": "Base Wear", + "Description": "Description", + "Examples": "Examples", + "Weak": "Weak", + "Grass, twigs, hair": "Grass, twigs, hair", + "Decent": "Decent", + "Flax, thin leather, feathers, mud brick, branches": "Flax, thin leather, feathers, mud brick, branches", + "Strong": "Strong", + "Timber, horn, sandstone, thick leather": "Timber, horn, sandstone, thick leather", + "Hard wearing": "Hard wearing", + "Bone, limestone": "Bone, limestone", + "Very hard wearing": "Very hard wearing", + "Flint, antler, ivory": "Flint, antler, ivory", + "Extremely hard and tough": "Extremely hard and tough", + "Jade, gemstones, meteoric iron": "Jade, gemstones, meteoric iron", + "I find a clear, but maybe difficult, way to break my curse": "I find a clear, but maybe difficult, way to break my curse", + "Loner": "Loner", + "Spirit-Touched": "Spirit-Touched", + "Lore-Holder": "Lore-Holder", + "Other-Folk": "Other-Folk", + "a lesser spirit being": "a lesser spirit being", + "Gain a Haven, like the Lore-Holder, with two options.": "Gain a Haven, like the Lore-Holder, with two options.", + "Gain a ritual space, like the Haven option of the Lore-Holder.": "Gain a ritual space, like the Haven option of the Lore-Holder.", + "Recover a stash of valuables. Take 15-wear worth of fancy items (mostly jewellery).": "Recover a stash of valuables. Take 15-wear worth of fancy items (mostly jewellery).", + "Erase one used Favour point": "Erase one used Favour point", + "I break my curse": "I break my curse", + "Change the nature of your obligation. Select a new obligation from the normal options or (with the Keeper’s agreement) a new obligation of your own creation.": "Change the nature of your obligation. Select a new obligation from the normal options or (with the Keeper’s agreement) a new obligation of your own creation." } \ No newline at end of file