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Minor edits and fixes, remove legacy playbooks
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@@ -500,7 +500,6 @@
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"crew_vigilantes_hunting_grounds_type": "Protected Grounds",
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"crew_vigilantes_xp_condition": "Interfere with criminal scores, protect citizens, or antagonize the law.",
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"utopians": "Utopians",
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"cutter": "Cutter",
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"dark_talent": "Vampire's Dark Talent:",
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"deadlocks": "Deadlocks",
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"deception": "Deception",
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@@ -545,7 +544,7 @@
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"faction_city_council_notes": "The elected rulers of the city government. Mostly aristocrats and nobles.",
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"faction_coalridge": "Coalridge",
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"faction_crow's_foot": "Crowfoot",
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"faction_dagger_isles_consulate": "Dagger Isles Consulates",
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"faction_dagger_isles_consulate": "Dagger Isles Consulate",
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"faction_usc_consulate": "USC Consulate",
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"faction_dunslough": "Dunslough",
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"faction_gondoliers": "Gondoliers",
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@@ -573,7 +572,7 @@
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"faction_the_unseen_notes": "A highly organized and powerful group with secret membership. Thought to pull the strings of most of Doskvol. ",
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"faction_scorpion_syndicate": "SCORPION Syndicate",
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"faction_scorpion_syndicate_notes": "A massive and sophisticated Severosi drug-smuggling operation, mainly dealing in black lotus. ",
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"faction_strangford_michter": "Strangford-Michter Financial ",
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"faction_strangford_michter": "Strangford-Michter Financial",
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"faction_strangford_michter_notes": "A powerful investment firm with a habit of backing illegal ventures off the books. Has stakes in a large number of criminal groups and shady scientific projects.",
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"faction_mirror_house": "Mirror House",
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"faction_mirror_house_notes": "Rogue scientists dedicated to the discovery and exploitation of metaphysical anomalies. ",
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@@ -626,7 +625,7 @@
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"faction_anixis_field_unit": "Anixis Field Unit",
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"faction_anixis_field_unit_notes": "Newly independent in the wake of Unity War III, Iruvia has entered an isolationist period. Their intelligence agency (Anixis) maintains a small field unit in Doskvol to monitor the other spy agencies and advance Iruvian interests where possible. ",
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"faction_the_doskvol_foundation": "The Foundation",
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"faction_the_doskvol_foundationnotes": "A powerful consortium of property developers, architects, and builders. Many of their enemies have disappeared behind the brick and mortar of the city.",
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"faction_the_doskvol_foundation_notes": "A powerful consortium of property developers, architects, and builders. Many of their enemies have disappeared behind the brick and mortar of the city.",
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"faction_saltfords_banking_group": "Saltfords Banking Group",
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"faction_saltfords_banking_group_notes": "After a wave of consolidations and acquisitions, Saltfords has survived as the largest and most powerful bank in Doskvol. ",
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"faction_xantara_pharm": "Xantara Pharm",
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@@ -635,7 +634,7 @@
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"faction_ankhayat_consortium_notes": "A powerful association of businesses, all owned by an old-money family of exiled Iruvian nobility.",
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"faction_sicu": "Shattered Isles Congress of Unions (SICU)",
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"faction_sicu_notes": "An international labor organization that fights for better working conditions, higher wages, social reforms, and the right to unionize.",
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"faction_yammies": "Youth Action Movement (Yammies)",
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"faction_yammies": "The Yammies",
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"faction_yammies_notes": "A large countercultural protest group that started amongst the students of Charterhall University. The “yammies” stage theatrical protests and sit-ins that involve performance art and spectacle, aimed at disrupting",
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"faction_ink_lane_tabloids": "Ink Lane Tabloids",
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"faction_ink_lane_tabloids_notes": "The notorious tabloids of Doskvol; the Daily Scandal, the Evening Whisper, the Doskvol Lurker, News of the Void, and more. Buried amidst the weird and lurid trash are some surprisingly illuminating investigations. ",
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@@ -652,7 +651,7 @@
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"faction_the_kethrys_lodge_notes": "A society for those with a special interest in the paranormal. Conducts seances, experiments, and weird rituals. ",
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"faction_the_silver_echoes": "The Silver Echoes",
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"faction_the_silver_echoes_notes": "The most popular band in Doskvol. Detractors claim their horde of fans have been brainwashed by some combination of their electroplasmic instruments, the Resonance Field radios their music is broadcast over, and/or subliminal messages in their lyrics.",
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"faction_the_old_northport_preservation_society": "The Old North Port Preservation Society",
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"faction_the_old_northport_preservation_society": "Old North Port Preservation Society",
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"faction_the_old_northport_preservation_society_notes": "A sect of neo-traditionalists who have reclaimed Old North Port, beyond the safety of the Bubble. They believe that lost rituals and old runes keep them safe. Traditional robes, flower-gathering, effigy-burning. ",
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"faction_deathsteaders": "Deathsteaders",
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"faction_deathsteaders_notes": "Survivalists, fugitives, and free-thinkers who have left the safety of the Bubble to make a living in the forbidden Deathlands beyond. ",
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@@ -759,6 +758,7 @@
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"indulge_vice": "Indulge Vice",
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"insight": "Insight",
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"insight_description": "Resist consequences from deception or understanding.",
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"intellectual": "Intellectual",
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"italics_dont_count": "(italics don't count for load)",
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"item_name": "A useful item",
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"items": "Items",
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@@ -768,15 +768,13 @@
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"arclighter_description": "A handheld tool that carries a small reserve of plasmoleum. A flick of the thumb produces a small arc of crackling energy, and with a twist of the dial it turns into a steady beam of light. Used as a flashlight, cigarette lighter, welding torch, or for anything from supercharging firearm rounds, overloading electronic systems, or even jamming into a knife’s hilt to jury-rig a quick electro-blade.",
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"lead_a_group_action": "Lead a <strong>group action</strong>",
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"leaking": "Leaking",
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"leech": "Leech",
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"less_effect": "Less Effect",
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"light": "Quiet",
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"list_crews": "Hit Squad, Militants, Utopians, Dealers, Shadows, Racers, or Vigilantes.",
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"list_playbooks": "Veteran, Hound, Intellectual, Radical, Swinger, Operative, Paranormalist, Hull, Ghost, or Vampire.",
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"list_playbooks": "Hound, Intellectual, Operative, Paranormalist, Radical, Swinger, Veteran, Ghost/Echo, Hull, Time Traveler from the Future, Time Traveler from the Past, or Vampire.",
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"load": "Approach",
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"load:": "Load:",
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"look": "Look",
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"lurk": "Lurk",
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"mark_xp:": "Marking XP",
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"mastery": "Mastery",
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"minus1d": "-1D",
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@@ -791,167 +789,53 @@
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"obsessive": "Obsessive",
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"occult": "Paranormal",
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"ok": "OK",
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"operative": "Operative",
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"origin": "Origin",
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"paranoid": "Paranoid",
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"paranormalist": "Paranormalist",
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"personal": "Personal",
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"planning_load": "Planning & Load",
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"planningdesc": "Choose a plan, provide the <strong><em>opening gambit</em></strong>. Choose your <strong><em>approach</em></strong> (quiet or loud).",
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"playbook": "playbook",
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"playbook_ability_a_little_something_on_the_side": "A Little Something on the Side",
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"playbook_ability_a_little_something_on_the_side_description": "At the end of each downtime phase, you earn +2 bank.",
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"playbook_ability_a_void_in_the_echo": "Resonance Void",
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"playbook_ability_a_void_in_the_echo_description": "You are invisible to resonance entities and may not be harmed by them. Take 2 Stress to cause living things to avert their gaze and fail to observe you for a few moments.",
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"playbook_ability_alchemist": "Alchemist",
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"playbook_ability_alchemist_description": "When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
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"playbook_ability_ambush": "Ambush",
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"playbook_ability_ambush_description": "When you attack from hiding or spring a trap, you get +1d.",
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"playbook_ability_analyst": "Analyst",
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"playbook_ability_analyst_description": "During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
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"playbook_ability_arcane_sight": "Telepathy",
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"playbook_ability_arcane_sight_description": "Take 1 Stress to sense beyond human limits. Read a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
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"playbook_ability_artificer": "Artificer",
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"playbook_ability_artificer_description": "When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
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"playbook_ability_automaton": "Automaton",
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"playbook_ability_automaton_description": "You are a soul powering a robotic body. You have human-like strength and senses, by default. Your frame has built-in armor (this doesn't count for your load). Your former human feelings, interests, and connections are almost entirely gone (you start with no keys). You may be repaired if damaged or destroyed. Whenever you would take Stress, take Drain instead. Choose two frame features.",
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"playbook_ability_battleborn": "Battleborn",
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"playbook_ability_battleborn_description": "You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
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"playbook_ability_bodyguard": "Bodyguard",
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"playbook_ability_bodyguard_description": "When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
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"playbook_ability_calculating": "Calculating",
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"playbook_ability_calculating_description": "Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
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"playbook_ability_cloak_&_dagger": "Cloak & Dagger",
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"playbook_ability_cloak_&_dagger_description": "When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
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"playbook_ability_retractable_arsenal": "Retractable Arsenal",
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"playbook_ability_retractable_arsenal_description": "Your items are built into your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
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"playbook_ability_compel": "Compel",
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"playbook_ability_compel_description": "You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
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"playbook_ability_daredevil": "Daredevil",
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"playbook_ability_daredevil_description": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
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"playbook_ability_dark_talent": "Dark Majesty",
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"playbook_ability_dark_talent_description": "Choose Insight, Prowess, or Resolve. Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
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"playbook_ability_dissipate": "Dissipate",
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"playbook_ability_dissipate_description": "You can disperse the vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 Drain when you dissipate, plus 1 Drain for each feature: It lasts longer (a minute—an hour—a day)—you also become invisible—anything that passes through your form becomes dangerously electrified or frozen.",
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"playbook_ability_energy_beam": "Energy Beam",
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"playbook_ability_energy_beam_description": "You may release some of your energy as an electric shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a resonance entity. Take 1 Drain for each level of magnitude.",
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"playbook_ability_expertise": "Expertise",
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"playbook_ability_expertise_description": "Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
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"playbook_ability_focused": "Focused",
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"playbook_ability_focused_description": "You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
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"playbook_ability_foresight": "Foresight",
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"playbook_ability_foresight_description": "Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
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"playbook_ability_fortitude": "Fortitude",
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"playbook_ability_fortitude_description": "You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
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"playbook_ability_frame_upgrade": "Frame Upgrade",
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"playbook_ability_frame_upgrade_description": "Choose two additional frame features. This trait may be taken twice.",
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"playbook_ability_functioning_vice": "Functioning Vice",
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"playbook_ability_functioning_vice_description": "When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
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"playbook_ability_ghost_contract": "Ghost Contract",
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"playbook_ability_ghost_contract_description": "When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
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"playbook_ability_ghost_fighter": "Ghost Fighter",
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"playbook_ability_ghost_fighter_description": "You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
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"playbook_ability_ghost_form": "Resonance Echo",
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"playbook_ability_ghost_form_description": "You are now a psychedelic being of swirling multicolored vapor that resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to paranormal powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You change the temperature around you and are mind-bending for the living to behold. You are affected by spiritbane charms (take 2 Drain to overcome the repulsion), but not many people still carry these. You have less effect under the light of bluetime. Whenever you would take Stress, take Drain instead. When you would deadlock a key, choose an echo irregularity instead.",
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"playbook_ability_ghost_hunter": "Ghost Hunter",
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"playbook_ability_ghost_hunter_description": "Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
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"playbook_ability_ghost_mind": "Ghost Mind",
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"playbook_ability_ghost_mind_description": "You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
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"playbook_ability_ghost_veil": "Ghost Veil",
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"playbook_ability_ghost_veil_description": "You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
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"playbook_ability_ghost_voice": "Ghost Voice",
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"playbook_ability_ghost_voice_description": "You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
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"playbook_ability_ghost_ward": "Ghost Ward",
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"playbook_ability_ghost_ward_description": "You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
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"playbook_ability_interface": "Interface",
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"playbook_ability_interface_description": "You may Attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
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"playbook_ability_iron_will": "Iron Will",
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"playbook_ability_iron_will_description": "You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
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"playbook_ability_jail_bird": "Jail Bird",
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"playbook_ability_jail_bird_description": "When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
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"playbook_ability_leader": "Leader",
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"playbook_ability_leader_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
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"playbook_ability_like_looking_into_a_mirror": "Like Looking into a Mirror",
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"playbook_ability_like_looking_into_a_mirror_description": "You can always tell when someone is lying to you.",
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"playbook_ability_manifest": "Manifest",
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"playbook_ability_manifest_description": "Take 1 Drain to flow through the electroplasmic pathways of the resonance field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call when compelled.",
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"playbook_ability_mastermind": "Mastermind",
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"playbook_ability_mastermind_description": "You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
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"playbook_ability_mesmerism": "Mesmerism",
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"playbook_ability_mesmerism_description": "When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
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"playbook_ability_mule": "Mule",
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"playbook_ability_mule_description": "Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
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"playbook_ability_not_to_be_trifled_with": "Not to be Trifled With",
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"playbook_ability_not_to_be_trifled_with_description": "You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
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"playbook_ability_occultist": "Occultist",
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"playbook_ability_occultist_description": "You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
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"playbook_ability_powerhouse": "Powerhouse",
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"playbook_ability_powerhouse_description": "Take 1 Drain to perform a feat of extreme strength or speed (run faster than an autopod, rend metal with your hands, etc.). This factors into effect.",
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"playbook_ability_physicker": "Physicker",
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"playbook_ability_physicker_description": "You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
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"playbook_ability_poltergeist": "Poltergeist",
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"playbook_ability_poltergeist_description": "Take 1 Drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more Drain (2-6).",
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"playbook_ability_possess": "Possess",
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"playbook_ability_possess_description": "You may Attune to the resonance field in order to take control of a living body. When your control is challenged, you must re-Attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume resonance energy from the host—when paranormal powers act against you—when the host's will is driven to desperation. You may easily and indefinitely possess a hollow or hull that has been prepared for you. If it's a hollow, switch to the Vampire playbook. If hull, switch to the Hull playbook, keeping your previous action ratings. Immediately take one Hull trait, and fill two memory clocks (choose from your previous character's special abilities instead of rolling randomly). To remember more than what those two clocks give you will require filling more memory clocks, as usual.",
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"playbook_ability_reflexes": "Reflexes",
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"playbook_ability_reflexes_description": "When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
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"playbook_ability_ritual": "Ritual",
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"playbook_ability_ritual_description": "You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
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"playbook_ability_rook's_gambit": "Rook's Gambit",
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"playbook_ability_rook's_gambit_description": "Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
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"playbook_ability_saboteur": "Saboteur",
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"playbook_ability_saboteur_description": "When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
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"playbook_ability_savage": "Savage",
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"playbook_ability_savage_description": "When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
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"playbook_ability_scout": "Scout",
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"playbook_ability_scout_description": "When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, you get +1d to rolls to avoid detection.",
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"playbook_ability_secondary_hull": "Secondary Hull",
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"playbook_ability_secondary_hull_description": "Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
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"playbook_ability_shadow": "Shadow",
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"playbook_ability_shadow_description": "You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
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"playbook_ability_sharpshooter": "Sharpshooter",
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"playbook_ability_sharpshooter_description": "You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
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"playbook_ability_sinister_guile": "Sinister Guile",
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"playbook_ability_sinister_guile_description": "During downtime, choose one: get a free additional downtime activity, or take +1d to all downtime activity rolls.",
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"playbook_ability_feral_whispers": "Feral Whispers",
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"playbook_ability_feral_whispers_description": "You can Attune to animals to have them do your bidding.",
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"playbook_ability_strange_methods": "Strange Methods",
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"playbook_ability_strange_methods_description": "When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
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"playbook_ability_subterfuge": "Subterfuge",
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"playbook_ability_subterfuge_description": "You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
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"playbook_ability_survivor": "Survivor",
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"playbook_ability_survivor_description": "From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
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"playbook_ability_tempest": "Tempest",
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"playbook_ability_tempest_description": "You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
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"playbook_ability_terrible_power": "Terrible Power",
|
||||
"playbook_ability_terrible_power_description": "Take 1 Stress to perform a feat of superhuman strength or speed (run faster than an autopod, bend steel with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
|
||||
"playbook_ability_the_devil's_footsteps": "The Devil's Footsteps",
|
||||
"playbook_ability_the_devil's_footsteps_description": "When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
|
||||
"playbook_ability_tough_as_nails": "Tough as Nails",
|
||||
"playbook_ability_tough_as_nails_description": "Penalties from harm are one level less severe (though level 4 harm is still fatal).",
|
||||
"playbook_ability_trust_in_me": "Trust in Me",
|
||||
"playbook_ability_trust_in_me_description": "You get +1d vs. a target with whom you have an intimate relationship.",
|
||||
"playbook_ability_undead": "Vampire",
|
||||
"playbook_ability_undead_description": "You are a resonance echo who animates an undying body. Your deadlocks are maxed out. Choose four that reflect your vampiric nature. Paranormal attacks are potent against you. If you suffer mortal harm or another deadlock, you are overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer paranormal harm while in this state, you are destroyed utterly. Your xp tracks are longer (you now advance more slowly). You have more Stress boxes.",
|
||||
"playbook_ability_vengeful": "Vengeful",
|
||||
"playbook_ability_vengeful_description": "You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
|
||||
"playbook_ability_venomous": "Venomous",
|
||||
"playbook_ability_venomous_description": "Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
|
||||
"playbook_ability_versatile": "Versatile",
|
||||
"playbook_ability_versatile_description": "Choose a special ability from another source (can be taken more than once).",
|
||||
"playbook_ability_vigorous": "Vigorous",
|
||||
"playbook_ability_vigorous_description": "You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
|
||||
"playbook_ability_warded": "Warded",
|
||||
"playbook_ability_warded_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
|
||||
"playbook_ability_weaving_the_web": "Weaving the Web",
|
||||
"playbook_ability_weaving_the_web_description": "You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
|
||||
"playbook_advancement": "Playbook Advancement",
|
||||
"playbook_cutter_description": "A Dangerous &\nIntimidating\nFighter",
|
||||
"playbook_cutter_friend_0": "Marlane, a pugilist",
|
||||
"playbook_cutter_friend_1": "Chael, a vicious thug",
|
||||
"playbook_cutter_friend_2": "Mercy, a cold killer",
|
||||
"playbook_cutter_friend_3": "Grace, an extortionist",
|
||||
"playbook_cutter_friend_4": "Sawtooth, a physicker",
|
||||
"playbook_cutter_friends_title": "Dangerous Friends",
|
||||
"playbook_cutter_xp_condition": "You addressed a challenge with violence or coercion.",
|
||||
"playbook_description": "A short playbook description",
|
||||
"playbook_ghost_description": "A Resonance Echo Adrift Without A Body",
|
||||
"playbook_ghost_friends_title": "Enemies & Rivals",
|
||||
@@ -969,79 +853,15 @@
|
||||
"playbook_hull_description": "The Soul Of A Condemned Criminal Trapped In A Robot Body",
|
||||
"playbook_hull_friends_title": "Contacts",
|
||||
"playbook_hull_xp_condition": "You obeyed orders, or addressed a challenge with cold simplicity.",
|
||||
"playbook_item_a_cane-sword": "A cane-sword",
|
||||
"playbook_item_a_trained_hunting_pet": "A trained hunting pet",
|
||||
"playbook_item_bandolier_of_alchemicals_(3)": "Bandolier of alchemicals (3)",
|
||||
"playbook_item_blowgun_&_darts,_syringes": "Blowgun & darts, syringes",
|
||||
"playbook_item_blueprints": "Blueprints",
|
||||
"playbook_item_concealed_palm_pistol": "Concealed palm pistol",
|
||||
"playbook_item_dark-sight_goggles": "Dark-sight goggles",
|
||||
"playbook_item_fine_autopod": "Fine autopod",
|
||||
"playbook_item_vial_of_rare_drug": "Vial of rare & exotic drug",
|
||||
"playbook_item_demonbane_charm": "Demonbane charm",
|
||||
"playbook_item_electroplasm_vials": "Electroplasm vials",
|
||||
"playbook_item_electroplasmic_ammunition": "Electroplasmic ammunition",
|
||||
"playbook_item_fine_bottle_of_whiskey": "Fine bottle of whiskey",
|
||||
"playbook_item_fine_clothes_&_jewelry": "Fine clothes & jewelry",
|
||||
"playbook_item_fine_clothes_and_accoutrements": "Fine clothes and accessories",
|
||||
"playbook_item_fine_cover_identity": "Fine cover identity",
|
||||
"playbook_item_fine_disguise_kit": "Fine disguise kit",
|
||||
"playbook_item_fine_hand_weapon": "Fine hand weapon",
|
||||
"playbook_item_fine_heavy_weapon": "Fine heavy weapon",
|
||||
"playbook_item_fine_lightning_hook": "Fine lightning hook",
|
||||
"playbook_item_fine_loaded_dice,_trick_cards": "Fine loaded dice, trick cards",
|
||||
"playbook_item_fine_lockpicks": "Fine lockpicks",
|
||||
"playbook_item_fine_long_rifle": "Fine long rifle",
|
||||
"playbook_item_fine_pair_of_pistols": "Fine pair of pistols",
|
||||
"playbook_item_fine_personal_weapon": "Fine personal weapon",
|
||||
"playbook_item_fine_shadow_cloak": "Fine shadow cloak",
|
||||
"playbook_item_fine_spirit_mask": "Fine spirit mask",
|
||||
"playbook_item_fine_tinkering_tools": "Fine tinkering tools",
|
||||
"playbook_item_fine_wrecking_tools": "Fine wrecking tools",
|
||||
"playbook_item_gadget": "Gadget",
|
||||
"playbook_item_ghost_key": "Ghost key",
|
||||
"playbook_item_light_climbing_gear": "Light climbing gear",
|
||||
"playbook_item_manacles_&_chain": "Manacles & chain",
|
||||
"playbook_item_rage_essence_vial": "Rage essence vial",
|
||||
"playbook_item_scary_weapon_or_tool": "Scary weapon or tool",
|
||||
"playbook_item_silence_potion_vial": "Silence potion vial",
|
||||
"playbook_item_spirit_bottles_(2)": "Spirit bottles (2)",
|
||||
"playbook_item_spiritbane_charm": "Spiritbane charm",
|
||||
"playbook_item_spyglass": "Spyglass",
|
||||
"playbook_item_trance_powder": "Trance powder",
|
||||
"playbook_item_vial_of_slumber_essence": "Vial of slumber essence",
|
||||
"playbook_leech_description": "A Saboteur and\nTechnician",
|
||||
"playbook_leech_friend_0": "Stazia, an apothecary",
|
||||
"playbook_leech_friend_1": "Veldren, a psychonaut",
|
||||
"playbook_leech_friend_2": "Eckerd, a corpse thief",
|
||||
"playbook_leech_friend_3": "Jul, a blood dealer",
|
||||
"playbook_leech_friend_4": "Malista, a priestess",
|
||||
"playbook_leech_friends_title": "Clever Friends",
|
||||
"playbook_leech_xp_condition": "You addressed a challenge with technical skill or mayhem.",
|
||||
"playbook_lurk_description": "A Stealthy\nInfiltrator\nand Burglar",
|
||||
"playbook_lurk_friend_0": "Telda, a beggar",
|
||||
"playbook_lurk_friend_1": "Darmot, a bluecoat",
|
||||
"playbook_lurk_friend_2": "Frake, a locksmith",
|
||||
"playbook_lurk_friend_3": "Roslyn Kellis, a noble",
|
||||
"playbook_lurk_friend_4": "Petra, a city clerk",
|
||||
"playbook_lurk_friends_title": "Shady Friends",
|
||||
"playbook_lurk_xp_condition": "You addressed a challenge with stealth or evasion.",
|
||||
"playbook_slide_description": "A Subtle\nManipulator\nand Spy",
|
||||
"playbook_slide_friend_0": "Bryl, a drug dealer",
|
||||
"playbook_slide_friend_1": "Bazso Baz, a gang leader",
|
||||
"playbook_slide_friend_2": "Klyra, a tavern owner",
|
||||
"playbook_slide_friend_3": "Nyryx, a prostitute",
|
||||
"playbook_slide_friend_4": "Harker, a jail-bird",
|
||||
"playbook_slide_friends_title": "Sly Friends",
|
||||
"playbook_slide_xp_condition": "You addressed a challenge with deception or in influence.",
|
||||
"playbook_spider_description": "A Devious\nMastermind",
|
||||
"playbook_spider_friend_0": "Salia, an information broker",
|
||||
"playbook_spider_friend_1": "Augus, a master architect",
|
||||
"playbook_spider_friend_2": "Jennah, a servant",
|
||||
"playbook_spider_friend_3": "Riven, a chemist",
|
||||
"playbook_spider_friend_4": "Jeren, a bluecoat archivist",
|
||||
"playbook_spider_friends_title": "Shrewd Friends",
|
||||
"playbook_spider_xp_condition": "You addressed a challenge with calculation or conspiracy.",
|
||||
"playbook_vampire_description": "A Resonance Echo Animating An Undying Body",
|
||||
"playbook_vampire_friend_0": "Blackwood, a chauffeur",
|
||||
"playbook_vampire_friend_1": "Carter, a bodyguard",
|
||||
@@ -1051,14 +871,6 @@
|
||||
"playbook_vampire_friends_title": "Dark Servants (start with two)",
|
||||
"playbook_vampire_xp_condition": "You displayed your dominance or slayed without mercy.",
|
||||
"playbook_vampire_xp_condition3": "You struggled with issues stemming from a deadlock or stricture.",
|
||||
"playbook_whisper_description": "An Arcane\nAdept and\nChanneler",
|
||||
"playbook_whisper_friend_0": "Nyryx, a possessor ghost",
|
||||
"playbook_whisper_friend_1": "Scurlock, a vampire",
|
||||
"playbook_whisper_friend_2": "Setarra, a demon",
|
||||
"playbook_whisper_friend_3": "Quellyn, a witch",
|
||||
"playbook_whisper_friend_4": "Flint, a spirit trafficker",
|
||||
"playbook_whisper_friends_title": "Strange Friends",
|
||||
"playbook_whisper_xp_condition": "You addressed a challenge with knowledge or arcane power.",
|
||||
"position": "Position",
|
||||
"progress_clock": "progress clock",
|
||||
"protect_a_teammate": "<strong>Protect</strong> a teammate",
|
||||
@@ -1097,7 +909,6 @@
|
||||
"rolls": "rolls",
|
||||
"rolls_for": "rolls for",
|
||||
"rolls_their": "rolls their",
|
||||
"savage": "Savage",
|
||||
"sadistic": "Sadistic",
|
||||
"secure": "Security Systems",
|
||||
"send_details_to_chat": "Send details to chat",
|
||||
@@ -1107,9 +918,9 @@
|
||||
"show_broadcast": "Show broadcast buttons for sending information to chat",
|
||||
"show_cohort_section": "Show cohort section on character sheet",
|
||||
"show_deity": "Show deity fields",
|
||||
"show_extra_trauma_box": "Show an extra trauma box",
|
||||
"show_extra_trauma_box": "Show an extra key/deadlock box",
|
||||
"show_extra_xp_condition": "Show an extra xp condition",
|
||||
"show_frame_section": "Show frame section (for hulls)",
|
||||
"show_frame_section": "Show frame section",
|
||||
"show_item_description": "Item/upgrade descriptions",
|
||||
"show_origin": "Show origin field",
|
||||
"show_outline": "Show outline for active input fields",
|
||||
@@ -1117,11 +928,11 @@
|
||||
"skirmish": "Skirmish",
|
||||
"skirmish_description": "Skirmish with an opponent in close combat; assault or hold a position; brawl and wrestle.",
|
||||
"skullfire_poison": "Skullfire Poison",
|
||||
"slide": "Slide",
|
||||
"slumber": "Slumber",
|
||||
"smoke_bomb": "Smoke bomb",
|
||||
"smoking": "Smoking",
|
||||
"racers": "Racers",
|
||||
"radical": "Radical",
|
||||
"social": "Social",
|
||||
"soft": "Soft",
|
||||
"spark_drug": "Spark (drug)",
|
||||
@@ -1129,7 +940,6 @@
|
||||
"special": "Special",
|
||||
"special_abilities": "Special Abilities",
|
||||
"special_ability": "Prestige Ability",
|
||||
"spider": "Spider",
|
||||
"standstill_poison": "Standstill Poison",
|
||||
"stash": "Bank",
|
||||
"status": "Status",
|
||||
@@ -1153,6 +963,7 @@
|
||||
"supplies": "Supplies",
|
||||
"survey": "Survey",
|
||||
"survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.",
|
||||
"swinger": "Swinger",
|
||||
"sway": "Sway",
|
||||
"sway_description": "Sway someone with charm, logic, deception, disguise, or bluff; change attitudes or behavior with manipulation or seduction.",
|
||||
"teamwork": "Teamwork",
|
||||
@@ -1233,7 +1044,6 @@
|
||||
"weapons": "Weapons",
|
||||
"wear": "Wear",
|
||||
"when_you_use_bandolier": "When you use a bandolier slot, choose an explosive.",
|
||||
"whisper": "Whisper",
|
||||
"with": "with",
|
||||
"workshop": "Workshop",
|
||||
"wreck": "Wreck",
|
||||
|
||||
Reference in New Issue
Block a user