diff --git a/Monster of the Week Official/translations/sv.json b/Monster of the Week Official/translations/sv.json
index 5d905fbeeb..8fe2f3e403 100644
--- a/Monster of the Week Official/translations/sv.json
+++ b/Monster of the Week Official/translations/sv.json
@@ -82,7 +82,7 @@
"the-snoop": "The Snoop",
"the-summoned": "The Summoned",
"the-traveler": "The Traveler",
- "the-actionscientist": "The Action Scientist",
+ "the-actionscientist": "The Action Scientist (Legacy)",
"the-biggamehunter": "The Big Game Hunter",
"the-constructed": "The Constructed",
"the-madscientist": "The Mad Scientist",
@@ -896,6 +896,7 @@
"exile-return": "Optionally, you may return home to the past",
"exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end",
"Hardcase": "Hard Case",
+ "Hardcase2020": "Hard Case (2020)",
"luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.",
"hardcase-adv-harm": "Extra harm box",
"hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.",
@@ -1376,7 +1377,7 @@
"basic-keeper-moves": "Basic Keeper Moves",
"basic-keeper-moves-kref": "
- Separate them
- Reveal future badness
- Reveal off-screen badness
- Inflict harm, as established
- Make them investigate
- Make them acquire stuff
- Tell the possible consequences and ask if they want to go ahead
- Turn their move back on them
- Offer an opportunity, & maybe a cost
- Take away some of the hunters' stuff
- Put someone in trouble
- Make a threat move, from one of your mystery or arc threats
- After every move, ask what they do next
",
"harm-moves": "Harm Moves",
- "harm-moves-kref": "Every time anyone gets hurt, use one.0-harm or more:- Momentarily inhibited
- Drop something
- Take -1 forward
1-harm or more:- Fall down
- Take -1 ongoing
- Pass out
- Intense pain
Unstable wounds:- +1 harm
- 8-harm or more:
- Dying or dead.
",
+ "harm-moves-kref": "Every time anyone gets hurt, use one.
0-harm or more:- Momentarily inhibited
- Drop something
- Take -1 forward
1-harm or more:- Fall down
- Take -1 ongoing
- Pass out
- Intense pain
- A retractable piece of gear is stuck in its current position.
- An integrated piece of gear ceases to function.
Unstable wounds:8-harm or more:",
"monster-moves": "Monster Moves",
"monster-moves-kref": "- Hint at its presence
- Display its full might
- Appear suddenly
- Attack with great force and fury
- Seize someone or something
- Attack with stealth and calculation
- Order underlings to do terrible acts
- Destroy something
- Escape, no matter how well contained
- Give chase
- Return to home ground
- Boast and gloat, maybe revealing a secret
- Return from seeming destruction
- Use an unnatural power
",
"minion-moves": "Minion Moves",
@@ -1536,7 +1537,7 @@
"ally-motive5": "Confidante: to give you advice and perspective",
"ally-motive6": "Backup: to stand with you",
"other-playbooks": "Other Playbooks",
- "actionscientist-desc": "A hunter committed to diving into every unknown problem with the tools of science at their command. E.g. Tesladyne, Buckaroo Banzai.",
+ "actionscientist-desc": "A hunter committed to diving into every unknown problem with the tools of science at their command. E.g. Tesladyne, Buckaroo Banzai. This playbook received an update in the Slayer's Survival Kit in 2025, look for that version elsewhere in the list.",
"luck-special-actionscientist": "When you spend a Luck, some gadget or machine near you will do something weird, malfunction, break down, or... explode.",
"actionscientist-hx": "- You are relations, most likely distant. Tell them what the connection is.
- You were academic colleagues at some point in the past. Decide between you where and when.
- On-again, off-again romance. Decide between you if it's off or on right now.
- You've been friends ever since you had a Science Adventure a while ago. Tell them what evil science nemesis you defeated together.
- Just buddies: you get along well when it's time to relax after all the monsters have been dealt with.
- Once they helped you deal with an “experiment” that got out of hand. Tell them what it was and let them decide how they helped you sort it out.
- They were there when your career changed from “scientist” to “action scientist”. Decide between you how they helped you out when you fought your first monster.
- You used science to get them out of a jam, and they still owe you for it. Ask them what the jam was, then tell them what you did.
",
"AS-fixed-move1": "Science! You may use the Weird Science move in addition to whatever the default weird move is for the game. If Weird Science is the default move, you gain access to Advanced Weird Science. When you roll for Weird Science you may use Sharp instead of Weird. Regardless of the result you may remove your choice of one of the requirements after they've all been determined. Say how you've figured out a way around that requirement.",
@@ -1561,7 +1562,7 @@
"AS-gear8": "Stun-ray Pistol (0-harm close sedating)",
"AS-gear9": "Autonomous Drone (2-harm far autonomous)",
"AS-gear10": "Atomic Pistol (3-harm close radiation)",
- "actionscientist": "Action Scientist",
+ "actionscientist": "Action Scientist (Legacy)",
"as-team": "Gain a team of action scientists under your command.",
"as-haven": "Gain a haven, like the Expert has, with a Workshop and one other option.",
"as-haven-instruct": "Pick one in addition to a Workshop",
@@ -1665,8 +1666,8 @@
"constructed-imp2": "Adjust your needs: mark a second animating force",
"constructed-advimp1": "Become human, and change to a new type.",
"sidekick-reminder": "Remember to take +1 on your hero’s best rating as well!",
- "the-hardcase2020": "The Hardcase (2020)",
- "hardcase2020": "Hardcase (2020)",
+ "the-hardcase2020": "The Hard Case (2020)",
+ "hardcase2020": "Hard Case (2020)",
"hardcase2020-desc": "The new Hard Case playbook, significantly different from the original.",
"luck-special-hardcase2020": "When you spend a point of Luck, someone you fought in the past is going to turn up. Did you part as enemies or with respect?",
"hardcase2020-hx": "- This hunter is blood kin. Decide how you’re related, then ask them how you fit into the family.
- You beat the tar out of this hunter one time. Ask them why. Then tell them why you work together now.
- This hunter saw you lose control one time and go on a rampage. Tell them what started it, then ask them what you did.
- You respect each other as comrades-in-arms: the two toughest bastards in this outfit.
- You respect this hunter’s brains. Someone with that many ideas, you want them on your side.
- You came across this hunter in your time of hard knocks. Decide how they were involved and how you became good friends.
- You have a crush on this hunter. Ask them if it’s reciprocal, and if you know or not.
- This hunter saved your life when you were about to step on that rainbow.
",
@@ -1761,10 +1762,44 @@
"villain": "Villain",
"Villain": "Villain",
"community-tracker": "Community Tracker",
+ "Other Sheet Types": "Other Sheet Types",
+ "Codex of Worlds Apocrypha": "Codex of Worlds Apocrypha",
+ "Slayer's Survival Kit": "Slayer's Survival Kit",
+ "Roll-Your-Own": "Roll-Your-Own",
+ "Bone Spear": "Bone Spear",
+ "CentipedeHost": "Centipede Host",
+ "Benevolence-advanced": "Advanced: When you advance benevolence, add this:- On a 12+, pick two of the 10+ options or one of these:
- A danger is averted or driven off for a while.
- All hunters get +1 ongoing against supernatural evil in the current situation.
- Innocents in danger are carried away to safety.
",
+ "CentipedeHost-advanced": "Advanced: When you advance centipede host, add this:- On a 12+, suffer 1-harm and hold 4.
",
+ "Hacking-advanced": "Advanced: When you advance hacking, add this:- On a 12+, gain +1 hold. You may also add these options:
- Ask a question from the Flake’s connect the dots move.
- Lock down an entire facility controlled by the system.
- Your hack is completely undetectable and untraceable.
",
+ "Medium-advanced": "Advanced: When you advance medium, add this:- On a 12+, pick an extra option, or force the spirit to say or do one thing.
",
+ "Pyrokinesis-advanced": "Advanced: When you advance pyrokinesis, add this:- On a 12+, pick two normal options or one of these:
- A fire starts where normally impossible.
- All nearby fires are extinguished.
- One person is immune to fire and smoke for a few minutes.
",
+ "Summoner-advanced": "Advanced: When you advance summoner, add this:- On a 12+, choose one: either the creature stays to complete an extra task, or it reveals a useful secret.
",
+ "Tradecraft-advanced": "Advanced: When you advance tradecraft, add this:- On a 12+, you also choose one of these:
- The goal works out better than expected.
- Choose a second, extra, goal.
",
+ "Warding-advanced": "Advanced Warding: When you advance warding, add this:- On a 12+, your ward has a secondary effect. Take the strong intended effect plus another standard effect.
",
+ "Custom Team Playbook": "Custom Team Playbook",
"The Loner": "The Loner",
"The Lore-Holder": "The Lore-Holder",
"The Other-Folk": "The Other-Folk",
"The Spirit-Touched": "The Spirit-Touched",
+ "Codex of Worlds": "Codex of Worlds",
+ "Apocrypha": "Apocrypha",
+ "Army Of One": "Army Of One",
+ "Back to Square One": "Back to Square One",
+ "Doomed World Exiles": "Doomed World Exiles",
+ "Monster Revelations": "Monster Revelations",
+ "Storied Hunter Lineage": "Storied Hunter Lineage",
+ "Thrill-Seekers": "Thrill-Seekers",
+ "Modern Haunts": "Modern Haunts",
+ "Hauntbusters": "Hauntbusters",
+ "Artifact Collectors": "Artifact Collectors",
+ "Coven": "Coven",
+ "Escaped Experiments": "Escaped Experiments",
+ "Good Monsters": "Good Monsters",
+ "Medical Team": "Medical Team",
+ "Mundane Monstrosities": "Mundane Monstrosities",
+ "Radio Station": "Radio Station",
+ "Research Lab": "Research Lab",
+ "Swipe to Slay": "Swipe to Slay",
"Concept": "Concept",
"Mark of the Spirit-Touched": "Mark of the Spirit-Touched",
"Game Options": "Game Options",
@@ -1772,18 +1807,8 @@
"(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.",
- "Codex of Worlds Apocrypha Playbooks": "Codex of Worlds Apocrypha Playbooks",
- "The Curse-Eater": "The Curse-Eater",
- "The Curse-Eater faces down evil magics and monsters and makes a meal of them to use that dark power as their own, risking corruption and—if they push too far—becoming a monster.": "The Curse-Eater faces down evil magics and monsters and makes a meal of them to use that dark power as their own, risking corruption and—if they push too far—becoming a monster.",
- "The Survivor": "The Survivor",
- "A regular person caught in a bad situation—one where they might not make it out alive. For use with the Wait, Monsters Are Real? toolkit.": "A regular person caught in a bad situation—one where they might not make it out alive. For use with the Wait, Monsters Are Real? toolkit.",
+ "Hunter Stories": "Hunter Stories",
+ "(Turn on to add an area for tracking Hunter Stories from the Hunter’s Journal.)": "(Turn on to add an area for tracking Hunter Stories from the Hunter’s Journal.)",
"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",
@@ -1832,14 +1857,107 @@
"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:- 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.",
"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:- +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.",
+ "If you’re using alternative weird moves options (from MOTW hardcover, Tome of Mysteries, or Slayer’s Survival Kit), here they are. To keep track, tick the checkbox next to the move you’re using. Marking your weird move will also ensure it is available to be advanced.": "If you’re using alternative weird moves options (from MOTW hardcover, Tome of Mysteries, or Slayer’s Survival Kit), here they are. To keep track, tick the checkbox next to the move you’re using. Marking your weird move will also ensure it is available to be advanced.",
+ "“Standard” Weird Moves": "“Standard” Weird Moves",
"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.",
+ "Slayer’s Survival Kit Weird Moves": "Slayer’s Survival Kit Weird Moves",
+ "Benevolence": "Benevolence",
+ "You are able to channel a benevolent elemental force. How does it manifest? Sacred light, darkness, fire, song, or something else? When you channel power, roll +Weird.On a 10+, pick one:A display of power strikes awe or inspires hope.All hunters get +1 forward against supernatural evil.Create a barrier, or shelter, impassable to evil.An omen directs you where you’re most needed.On a 7–9, pick one of the 10+ options and one of these:All malevolence is focused on you.You must sacrifice something (not someone) important to you.You will be exhausted afterwards, take –1 ongoing until you rest.If you use this power selfishly, the Keeper chooses one:The power refuses to answer when next channelled.Malevolent forces are drawn to you.You have a terrifying vision showing the consequences of your actions.": "You are able to channel a benevolent elemental force. How does it manifest? Sacred light, darkness, fire, song, or something else? When you channel power, roll +Weird.
On a 10+, pick one:- A display of power strikes awe or inspires hope.
- All hunters get +1 forward against supernatural evil.
- Create a barrier, or shelter, impassable to evil.
- An omen directs you where you’re most needed.
On a 7–9, pick one of the 10+ options and one of these:- All malevolence is focused on you.
- You must sacrifice something (not someone) important to you.
- You will be exhausted afterwards, take –1 ongoing until you rest.
If you use this power selfishly, the Keeper chooses one:- The power refuses to answer when next channelled.
- Malevolent forces are drawn to you.
- You have a terrifying vision showing the consequences of your actions.
",
+ "Centipede Host": "Centipede Host",
+ "You are able to manifest a centipede as an extension of your mind and soul out of your body. When the centipede bursts from your body, roll +Weird. On any 7+, a centipede the size of a large cat appears to defend you. It has 2 harm capacity and bite: 2-harm intimate.On a 10+, suffer 1-harm and hold 2On a 7–9, suffer 2-harm and hold 1.Spend your hold:You manifest two centipedes (costs 2 hold).You suffer 1 less harm.The centipede has 1-armour.The centipede has +1 harm capacity.The centipede bite gets +1 harm, poison, or stun)The centipede gains a useful trait, such as stealthy, fast, dextrous.On a miss, the manifestation goes awry, and the Keeper chooses one of these:The centipede manifests violently; you suffer 3-harm.The centipede operates on your rawest instincts, out of control. The Keeper controls it as a minion: brute.": "You are able to manifest a centipede as an extension of your mind and soul out of your body. When the centipede bursts from your body, roll +Weird. On any 7+, a centipede the size of a large cat appears to defend you. It has 2 harm capacity and bite: 2-harm intimate.- On a 10+, suffer 1-harm and hold 2
- On a 7–9, suffer 2-harm and hold 1.
Spend your hold:- You manifest two centipedes (costs 2 hold).
- You suffer 1 less harm.
- The centipede has 1-armour.
- The centipede has +1 harm capacity.
- The centipede bite gets +1 harm, poison, or stun)
- The centipede gains a useful trait, such as stealthy, fast, dextrous.
On a miss, the manifestation goes awry, and the Keeper chooses one of these:- The centipede manifests violently; you suffer 3-harm.
- The centipede operates on your rawest instincts, out of control. The Keeper controls it as a minion: brute.
",
+ "Hacking": "Hacking",
+ "You have a way with computers, going beyond just skill and knowledge.The Keeper may require one or more of the following for a hacking attempt:Physical connection to the target network.Good internet connection.Time to set it up.Passwords and credentials for initial access.When you hack a computer, roll +Weird. On a 10+, hold 2; On a 7–9, hold 1; On a miss, things go wrong and the Keeper holds 1.Spend your hold to:Access something within, or controlled by, the system.Ask a question from investigate a mystery or read a bad situation.Use, control, or shut down a system function (such as permissions, communications, websites, or cameras).Place or remove information.The Keeper can spend their hold to:Have the hunter trip an alarm.Destroy data or shut down a system function.Infect the hacker’s computer with a virus (potentially mystical).": "You have a way with computers, going beyond just skill and knowledge.
The Keeper may require one or more of the following for a hacking attempt:- Physical connection to the target network.
- Good internet connection.
- Time to set it up.
- Passwords and credentials for initial access.
When you hack a computer, roll +Weird. On a 10+, hold 2; On a 7–9, hold 1; On a miss, things go wrong and the Keeper holds 1.
Spend your hold to:- Access something within, or controlled by, the system.
- Ask a question from investigate a mystery or read a bad situation.
- Use, control, or shut down a system function (such as permissions, communications, websites, or cameras).
- Place or remove information.
The Keeper can spend their hold to:- Have the hunter trip an alarm.
- Destroy data or shut down a system function.
- Infect the hacker’s computer with a virus (potentially mystical).
",
+ "Medium": "Medium",
+ "You can’t always sense ghosts and spirits, but you also know how to invoke and speak with them. If the spirit is a monster, the seance will be especially dangerous.The Keeper may require one or more of these preparations:Communication tools, such as a ouija board, tarot cards, automatic writing, or crystal ball.The spirit possesses you during the seance.You suffer 1-harm ignore-armour.You need the presence of someone or something with a connection to the spirit.When you invoke a spirit, roll +Weird. On a 10+, pick one:All present may communicate with the spirit, not just you.Trap the spirit within you.Ask the Keeper any question about the ghost’s life or motivations. They’ll answer honestly, but perhaps not in full.On a 7–9, pick one of the 10+ options and one of these:The spirit demands a service before helping you.It’s disturbed or confused.Other malevolent spirits also manifest.On a miss, the Keeper decides if the spirit is malevolent, dangerous, and/or just doesn’t leave.": "You can’t always sense ghosts and spirits, but you also know how to invoke and speak with them. If the spirit is a monster, the seance will be especially dangerous.
The Keeper may require one or more of these preparations:- Communication tools, such as a ouija board, tarot cards, automatic writing, or crystal ball.
- The spirit possesses you during the seance.
- You suffer 1-harm ignore-armour.
- You need the presence of someone or something with a connection to the spirit.
When you invoke a spirit, roll +Weird. On a 10+, pick one:- All present may communicate with the spirit, not just you.
- Trap the spirit within you.
- Ask the Keeper any question about the ghost’s life or motivations. They’ll answer honestly, but perhaps not in full.
On a 7–9, pick one of the 10+ options and one of these:- The spirit demands a service before helping you.
- It’s disturbed or confused.
- Other malevolent spirits also manifest.
On a miss, the Keeper decides if the spirit is malevolent, dangerous, and/or just doesn’t leave.",
+ "Pyrokinesis": "Pyrokinesis",
+ "You can control and produce fire. (This may be re-themed for other elemental effects, such as cold or lightning; just change the fire-related effects to match your element.)When you control or ignite flames, roll +Weird.On a 10+, pick one, or pick two and the Keeper chooses another.On a 7–9, pick one and the Keeper chooses another.On a miss, the Keeper chooses one.Keeper guideline for fire harm: fireplace or smaller: 1-harm; bonfire: 2-harm; burning room: 3-harm; raging inferno: 5-harm.Pyrokinesis options:A fire gets bigger, smaller, moves, or goes out.A flammable object catches fire.You or someone else take 1 less harm from fires for a few minutes.Smoke thickens, dissipates, or moves.": "You can control and produce fire. (This may be re-themed for other elemental effects, such as cold or lightning; just change the fire-related effects to match your element.)
When you control or ignite flames, roll +Weird.- On a 10+, pick one, or pick two and the Keeper chooses another.
- On a 7–9, pick one and the Keeper chooses another.
- On a miss, the Keeper chooses one.
Keeper guideline for fire harm: fireplace or smaller: 1-harm; bonfire: 2-harm; burning room: 3-harm; raging inferno: 5-harm.
Pyrokinesis options:- A fire gets bigger, smaller, moves, or goes out.
- A flammable object catches fire.
- You or someone else take 1 less harm from fires for a few minutes.
- Smoke thickens, dissipates, or moves.
",
+ "Summoner": "Summoner",
+ "You can summon magical creatures to serve you. The Keeper may require one or more of the following:Magic spell preparations, such as a magic circle or sacrificial materials.You suffer 1-harm.Specific spells or names must be known.When you summon a creature to perform a task, roll +Weird. On any 7+, it does the task to the best of its ability. On a 10+, pick two things about how the creature carries out the task. On a 7–9, pick one. The options you don’t choose won’t be true.It follows the spirit—not just the letter—of your orders.It acts quickly.It leaves when its task is done.It avoids collateral damage.On a miss, the summoning goes horribly wrong.": "You can summon magical creatures to serve you. The Keeper may require one or more of the following:- Magic spell preparations, such as a magic circle or sacrificial materials.
- You suffer 1-harm.
- Specific spells or names must be known.
When you summon a creature to perform a task, roll +Weird. On any 7+, it does the task to the best of its ability. On a 10+, pick two things about how the creature carries out the task. On a 7–9, pick one. The options you don’t choose won’t be true.- It follows the spirit—not just the letter—of your orders.
- It acts quickly.
- It leaves when its task is done.
- It avoids collateral damage.
On a miss, the summoning goes horribly wrong.",
+ "Defining Creatures": "Defining Creatures",
+ "When you first gain this move, you can summon two beings. Decide their nature with the Keeper—you may ask for a certain style and abilities, but the Keeper has the final word on all other ratings, powers, and weaknesses. You may later learn to summon other beings you’ve encountered or learned about. A creature is considered an ally for the duration of the spell, unless it’s a monster (which remains a monster—summoned with caution).": "When you first gain this move, you can summon two beings. Decide their nature with the Keeper—you may ask for a certain style and abilities, but the Keeper has the final word on all other ratings, powers, and weaknesses. You may later learn to summon other beings you’ve encountered or learned about. A creature is considered an ally for the duration of the spell, unless it’s a monster (which remains a monster—summoned with caution).",
+ "Tradecraft": "Tradecraft",
+ "You’re a spy, but your intuition is more than just years of training and experience. You just know what to do. When you use your espionage intuition, choose a goal, then roll +Weird. A safe place to hole up.A useful contact.A false identity for this situation.Cutting-edge or specific gear.To know if you are being followed or watched.To encrypt a message that only the intended recipient can understand.To communicate with someone undetectably.On a 10+, it’s all good. On a 7–9, it’s a little dicey. Maybe you have to deal with some security, owe a favour, or use a roundabout method. On a miss, you’re in immediate danger.": "You’re a spy, but your intuition is more than just years of training and experience. You just know what to do. When you use your espionage intuition, choose a goal, then roll +Weird.
- A safe place to hole up.
- A useful contact.
- A false identity for this situation.
- Cutting-edge or specific gear.
- To know if you are being followed or watched.
- To encrypt a message that only the intended recipient can understand.
- To communicate with someone undetectably.
On a 10+, it’s all good. On a 7–9, it’s a little dicey. Maybe you have to deal with some security, owe a favour, or use a roundabout method. On a miss, you’re in immediate danger.",
+ "Warding": "Warding",
+ "You’ve learned protective spells, or maybe just weaponised a certain skepticism.Protections:Suppress an existing supernatural effect for a few moments. If strong, disrupt it until the source renews it.Give one person +1 ongoing to resist a specific effect. If strong, affect several people, or give one person total protection.Create an area that is uncomfortable to a chosen type of supernatural entity. Most avoid the area. If they enter, they’ll suffer pain or sensory overload. If the ward is strong, they also suffer 1-harm for every minute in the area.When you ward yourself against the supernatural, describe the protection you want and roll +Weird.On a 10+, the ward is strong, gaining the “strong” benefit as well.On a 7–9, the ward works.On a miss, the ward fails in the worst possible way.": "You’ve learned protective spells, or maybe just weaponised a certain skepticism.
Protections:- Suppress an existing supernatural effect for a few moments. If strong, disrupt it until the source renews it.
- Give one person +1 ongoing to resist a specific effect. If strong, affect several people, or give one person total protection.
- Create an area that is uncomfortable to a chosen type of supernatural entity. Most avoid the area. If they enter, they’ll suffer pain or sensory overload. If the ward is strong, they also suffer 1-harm for every minute in the area.
When you ward yourself against the supernatural, describe the protection you want and roll +Weird.- On a 10+, the ward is strong, gaining the “strong” benefit as well.
- On a 7–9, the ward works.
- On a miss, the ward fails in the worst possible way.
",
"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:
- 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.",
"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:
- 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?).
",
+ "Gear Tags": "Gear Tags",
+ "[a material]: This weapon is made from the named material, and is thus useful against monsters with that weakness.": "[a material]: This weapon is made from the named material, and is thus useful against monsters with that weakness.",
+ "1-harm, 2-harm, 3-harm, etc: This is how much harm the attack inflicts.": "1-harm, 2-harm, 3-harm, etc: This is how much harm the attack inflicts.",
+ "area: Can hit multiple foes. You may divide the harm you inflict among multiple targets.": "area: Can hit multiple foes. You may divide the harm you inflict among multiple targets.",
+ "balanced: Easy to wield and keep your grip on.": "balanced: Easy to wield and keep your grip on.",
+ "barrier: Does harm to anything that passes through. Counts as armour against any attacks that pass through it.": "barrier: Does harm to anything that passes through. Counts as armour against any attacks that pass through it.",
+ "blatant (bionics): Obvious to casual observation. If gear gains “retractable,” it loses “blatant.”": "blatant (bionics): Obvious to casual observation. If gear gains “retractable,” it loses “blatant.”",
+ "close: Effective at fairly close quarters—outside arms’ reach, but not too far.": "close: Effective at fairly close quarters—outside arms’ reach, but not too far.",
+ "destroy-structure: Wrecks cover and inanimate objects.": "destroy-structure: Wrecks cover and inanimate objects.",
+ "far: Effective at long range.": "far: Effective at long range.",
+ "fire: Sets things on fire.": "fire: Sets things on fire.",
+ "forceful: Pushes things around, allowing you to “force them where you want them” in addition to normal attack effects.": "forceful: Pushes things around, allowing you to “force them where you want them” in addition to normal attack effects.",
+ "hand: Effective within arms’ reach.": "hand: Effective within arms’ reach.",
+ "heavy: This weapon is heavy and difficult to wield.": "heavy: This weapon is heavy and difficult to wield.",
+ "holy: This will be more effective against monsters with a weakness to holy items.": "holy: This will be more effective against monsters with a weakness to holy items.",
+ "ignore-armour: Ignores protective armour. Armour has no effect on this harm. If armour has the magic tag, then the attack needs both ignore-armour and magic to bypass the armour.": "ignore-armour: Ignores protective armour. Armour has no effect on this harm. If armour has the magic tag, then the attack needs both ignore-armour and magic to bypass the armour.",
+ "ignore-structure: Will go through cover and inanimate objects as if they aren’t there.": "ignore-structure: Will go through cover and inanimate objects as if they aren’t there.",
+ "innocuous: Doesn’t draw suspicion.": "innocuous: Doesn’t draw suspicion.",
+ "integrated (bionics): An upgrade that is part of your body.": "integrated (bionics): An upgrade that is part of your body.",
+ "intimate: Effective at the closest of quarters—within the embrace of your foe.": "intimate: Effective at the closest of quarters—within the embrace of your foe.",
+ "life-drain: Transfers life energy: the wielder is healed for as many points of harm as were inflicted. E.g. if you inflict 2-harm, then you heal 2-harm from your injuries.": "life-drain: Transfers life energy: the wielder is healed for as many points of harm as were inflicted. E.g. if you inflict 2-harm, then you heal 2-harm from your injuries.",
+ "loud: Loud enough that it draws attention.": "loud: Loud enough that it draws attention.",
+ "magic: Enchanted, and so can affect certain creatures and armours that are proof against normal weapons.": "magic: Enchanted, and so can affect certain creatures and armours that are proof against normal weapons.",
+ "many: These weapons are small enough you can carry a large number of them.": "many: These weapons are small enough you can carry a large number of them.",
+ "messy: Spreads a lot of blood and gore around.": "messy: Spreads a lot of blood and gore around.",
+ "quick: Fast to prepare and attack with, giving you a better chance of going first.": "quick: Fast to prepare and attack with, giving you a better chance of going first.",
+ "reload: This weapon has limited ammunition, and may run out and need to be reloaded.": "reload: This weapon has limited ammunition, and may run out and need to be reloaded.",
+ "restraining: A successful attack entangles or grabs the victim.": "restraining: A successful attack entangles or grabs the victim.",
+ "retractable (bionics): Can be concealed within your body or a larger device. While concealed, it does not function.": "retractable (bionics): Can be concealed within your body or a larger device. While concealed, it does not function.",
+ "slow: This weapon is slow to prepare and attack with.": "slow: This weapon is slow to prepare and attack with.",
+ "small: This weapon is tiny and easy to conceal.": "small: This weapon is tiny and easy to conceal.",
+ "unreliable: This weapon needs regular cleaning and maintenance, otherwise it just isn’t gonna work.": "unreliable: This weapon needs regular cleaning and maintenance, otherwise it just isn’t gonna work.",
+ "useful: This weapon has other uses aside from violence.": "useful: This weapon has other uses aside from violence.",
+ "valuable: This weapon is antique, or made of valuable materials.": "valuable: This weapon is antique, or made of valuable materials.",
+ "volatile: This weapon is dangerous and unstable.": "volatile: This weapon is dangerous and unstable.",
+ "Edit Type, Concept, Etc": "Edit Type, Concept, Etc",
+ "Mystery Type": "Mystery Type",
+ "Atonement Mystery (Codex)": "Atonement Mystery (Codex)",
+ "Survival Scenario (Apocrypha)": "Survival Scenario (Apocrypha)",
+ "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.",
+ "In Survival scenarios, the Hook is replaced with a Revelation. It also adds a Survival section that covers the ways the Survivors can make it—a way to escape, a way to remove the curse, a way not to be found.": "In Survival scenarios, the Hook is replaced with a Revelation. It also adds a Survival section that covers the ways the Survivors can make it—a way to escape, a way to remove the curse, a way not to be found.",
+ "Revelation": "Revelation",
+ "Survival": "Survival",
+ "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.",
+ "Playbooks": "Playbooks",
+ "The Action Scientist": "The Action Scientist",
+ "A scientist who pairs research and theory with thrilling adventure. Examples: Indiana Jones or Atomic Robo. (Revised in Slayer's Survival Kit in 2025.)": "A scientist who pairs research and theory with thrilling adventure. Examples: Indiana Jones or Atomic Robo. (Revised in Slayer's Survival Kit in 2025.)",
+ "The Celebrity": "The Celebrity",
+ "A famous entertainer who hunts monsters in their spare time. Examples: Peter Vincent from Fright Night or Bruce Campbell in My Name is Bruce.": "A famous entertainer who hunts monsters in their spare time. Examples: Peter Vincent from Fright Night or Bruce Campbell in My Name is Bruce.",
+ "The Changeling": "The Changeling",
+ "Brought up as human, but not. Struggles with their own nature. Examples: Bo Dennis from Lost Girl or Percy Jackson from Percy Jackson and the Olympians.": "Brought up as human, but not. Struggles with their own nature. Examples: Bo Dennis from Lost Girl or Percy Jackson from Percy Jackson and the Olympians.",
+ "The Covenant": "The Covenant",
+ "Understands teamwork better than most, great at leveraging the potential of allies. Examples: Ash Ketchum from Pokemon or Evelyn and Rick O’Connell from The Mummy Returns.": "Understands teamwork better than most, great at leveraging the potential of allies. Examples: Ash Ketchum from Pokemon or Evelyn and Rick O’Connell from The Mummy Returns.",
+ "The Envoy": "The Envoy",
+ "Serves a mysterious and distant power. Examples: Anathema Device from Good Omens or Carter Burke from Aliens.": "Serves a mysterious and distant power. Examples: Anathema Device from Good Omens or Carter Burke from Aliens.",
+ "The Forged": "The Forged",
+ "A magical item with the ability to take on a human form. They support their partners greatly but doubt their own value as a person. Examples: Nandaka from Hindu mythology or Soul from Soul Eater.": "A magical item with the ability to take on a human form. They support their partners greatly but doubt their own value as a person. Examples: Nandaka from Hindu mythology or Soul from Soul Eater.",
+ "The Host": "The Host",
+ "A human bonded with a symbiote, balancing both sides’ needs. Examples: Jadzia Dax from Star Trek: Deep Space Nine or Venom from the Marvel Universe.": "A human bonded with a symbiote, balancing both sides’ needs. Examples: Jadzia Dax from Star Trek: Deep Space Nine or Venom from the Marvel Universe.",
+ "The Interface": "The Interface",
+ "Prefers computers and machines to people, constantly tinkering with gear. Examples: Hana Gitelman from Heroes or Robocop from Robocop.": "Prefers computers and machines to people, constantly tinkering with gear. Examples: Hana Gitelman from Heroes or Robocop from Robocop.",
+ "The Visitor": "The Visitor",
+ "Comes to this world from a strange and distant land. Examples: Luz Noceda from The Owl House or the Observer from Fringe.": "Comes to this world from a strange and distant land. Examples: Luz Noceda from The Owl House or the Observer from Fringe.",
+ "Codex of Worlds Apocrypha Playbooks": "Codex of Worlds Apocrypha Playbooks",
+ "The Curse-Eater": "The Curse-Eater",
+ "The Curse-Eater faces down evil magics and monsters and makes a meal of them to use that dark power as their own, risking corruption and—if they push too far—becoming a monster.": "The Curse-Eater faces down evil magics and monsters and makes a meal of them to use that dark power as their own, risking corruption and—if they push too far—becoming a monster.",
+ "The Survivor": "The Survivor",
+ "A regular person caught in a bad situation—one where they might not make it out alive. For use with the Wait, Monsters Are Real? toolkit.": "A regular person caught in a bad situation—one where they might not make it out alive. For use with the Wait, Monsters Are Real? toolkit.",
"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)",
@@ -1960,29 +2078,30 @@
"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.",
- "Codex of Worlds": "Codex of Worlds",
- "Apocrypha": "Apocrypha",
- "Army Of One": "Army Of One",
"All hunters in this team are various versions of the same person. It creates many opportunities to cooperate closely and trick their opponents in ways other teams can’t, but can also lead to lots of drama between them. What’s more, there are many people and groups who would like to learn how this singular group came to be.": "All hunters in this team are various versions of the same person. It creates many opportunities to cooperate closely and trick their opponents in ways other teams can’t, but can also lead to lots of drama between them. What’s more, there are many people and groups who would like to learn how this singular group came to be.",
- "Back to Square One": "Back to Square One",
"You were extremely powerful monster hunters once, but you lost almost all your powers and experience. Your newfound weakness becomes harder and harder to bear, as innocents discover they can’t count on you anymore, and monsters see how easily they can take their revenge on you!": "You were extremely powerful monster hunters once, but you lost almost all your powers and experience. Your newfound weakness becomes harder and harder to bear, as innocents discover they can’t count on you anymore, and monsters see how easily they can take their revenge on you!",
- "Doomed World Exiles": "Doomed World Exiles",
"You saw the world end. Maybe it was overrun by monsters, or exploded in a magical disaster? Anyway, you’re here now and Earth seems to exist safely, but you already see the first signs that the apocalypse you’ve experienced might repeat itself, and soon. You won’t allow another world to end.": "You saw the world end. Maybe it was overrun by monsters, or exploded in a magical disaster? Anyway, you’re here now and Earth seems to exist safely, but you already see the first signs that the apocalypse you’ve experienced might repeat itself, and soon. You won’t allow another world to end.",
- "Monster Revelations": "Monster Revelations",
"This team is a crew of journalists investigating the strangest of stories. You might be a big-budget documentary crew, some friends with a podcast, or anything in between. You’ve got a nose for a great story and a desire to get to the bottom of everything weird that’s going on.": "This team is a crew of journalists investigating the strangest of stories. You might be a big-budget documentary crew, some friends with a podcast, or anything in between. You’ve got a nose for a great story and a desire to get to the bottom of everything weird that’s going on.",
- "Storied Hunter Lineage": "Storied Hunter Lineage",
"The hunters in this team are members of a family who have hunted monsters for generations, perhaps even into the mists of history. Your archives and heirlooms give you a head start against monsters, but your family’s fame means monsters already know about you, too.": "The hunters in this team are members of a family who have hunted monsters for generations, perhaps even into the mists of history. Your archives and heirlooms give you a head start against monsters, but your family’s fame means monsters already know about you, too.",
- "Thrill-Seekers": "Thrill-Seekers",
"You are hunters who have gotten a taste for going after the biggest and baddest monsters, and there’s no other high worth chasing after. You’ve all somehow cheated death—or worse—again and again. Maybe the next thrill will be your last, but until then, you’ll give it all you’ve got.": "You are hunters who have gotten a taste for going after the biggest and baddest monsters, and there’s no other high worth chasing after. You’ve all somehow cheated death—or worse—again and again. Maybe the next thrill will be your last, but until then, you’ll give it all you’ve got.",
- "Modern Haunts": "Modern Haunts",
- "Hauntbusters": "Hauntbusters",
"This new team playbook is concerned with neutralising haunts and other places of malevolent power. It’s a great team if you want to run a modern series centred on haunts, a Gothic Century series, or a This Strange Old House series focused on researching the house itself.": "This new team playbook is concerned with neutralising haunts and other places of malevolent power. It’s a great team if you want to run a modern series centred on haunts, a Gothic Century series, or a This Strange Old House series focused on researching the house itself.",
+ "Artifact Collectors: Holy relics, cursed artifacts, cultural treasures; there are many important objects out there in the hands of people and things that don’t deserve them. Your team aims to change that. Examples: Warehouse 13 or The Librarians.": "Artifact Collectors: Holy relics, cursed artifacts, cultural treasures; there are many important objects out there in the hands of people and things that don’t deserve them. Your team aims to change that. Examples: Warehouse 13 or The Librarians.",
+ "Coven: A group of supernatural beings protecting the innocent from malevolent forces. Examples: Gargoyles or the jujutsu sorcerers of Jujutsu Kaisen.": "Coven: A group of supernatural beings protecting the innocent from malevolent forces. Examples: Gargoyles or the jujutsu sorcerers of Jujutsu Kaisen.",
+ "Escaped Experiments: A group of people or beings in hiding from a nefarious project that seeks to recapture you. Examples: Dark Angel or Legion.": "Escaped Experiments: A group of people or beings in hiding from a nefarious project that seeks to recapture you. Examples: Dark Angel or Legion.",
+ "Good Monsters: A group of monsters who have made a pact to use their powers for good instead of evil. Examples: Being Human or monstrous agents in the Hellboy and BPRD graphic novels.": "Good Monsters: A group of monsters who have made a pact to use their powers for good instead of evil. Examples: Being Human or monstrous agents in the Hellboy and BPRD graphic novels.",
+ "Medical Team: Staff of a medical facility that deals with an inordinate number of supernatural cases. Examples: House, M.D. or Forever.": "Medical Team: Staff of a medical facility that deals with an inordinate number of supernatural cases. Examples: House, M.D. or Forever.",
+ "Mundane Monstrosities: Some supernatural creatures are just average people. Examples: The Addams Family, Wednesday, or Grimm.": "Mundane Monstrosities: Some supernatural creatures are just average people. Examples: The Addams Family, Wednesday, or Grimm.",
+ "Radio Station: Staff of a local radio station who find themselves often receiving calls about dark forces. Examples: The Deb of Night from Vampire the Masquerade: Bloodlines or Welcome to Nightvale.": "Radio Station: Staff of a local radio station who find themselves often receiving calls about dark forces. Examples: The Deb of Night from Vampire the Masquerade: Bloodlines or Welcome to Nightvale.",
+ "Research Lab: Plucky staff at an advanced research facility. Examples: Eureka or the SCP Foundation.": "Research Lab: Plucky staff at an advanced research facility. Examples: Eureka or the SCP Foundation.",
+ "Swipe to Slay: Users of an app that promised money in exchange for hunting monsters and ghosts. Examples: Phasmophobia or Lockwood & Co.": "Swipe to Slay: Users of an app that promised money in exchange for hunting monsters and ghosts. Examples: Phasmophobia or Lockwood & Co.",
+ "A shell so you can build out your own custom team.": "A shell so you can build out your own custom team.",
"Getting Started": "Getting Started",
"Decide who you all are.": "Decide who you all are.",
"Describe your doomed world and what doomed it.": "Describe your doomed world and what doomed it.",
"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.",
"Pick your family name.": "Pick your family name.",
+ "Pick your upbringing and minor weirdness.": "Pick your upbringing and minor weirdness.",
"Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).",
"Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.",
"Create your city.": "Create your city.",
@@ -1991,8 +2110,12 @@
"Pick a starting team ally.": "Pick a starting team ally.",
"Customize the organisation.": "Customize the organisation.",
"Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.",
- "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.",
"Pick your show’s format and name.": "Pick your show’s format and name.",
+ "Pick a coven nature, recruitment method, and mark of kinship.": "Pick a coven nature, recruitment method, and mark of kinship.",
+ "Create the Project.": "Create the Project.",
+ "Determine your role as a Scrub or Gown.": "Determine your role as a Scrub or Gown.",
+ "Each hunter picks their Monster Side.": "Each hunter picks their Monster Side.",
+ "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.",
"Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.",
"Put on some music and hit the road.": "Put on some music and hit the road.",
"Await the next weird prophecy.": "Await the next weird prophecy.",
@@ -2011,6 +2134,18 @@
"Choose what caused your loss.": "Choose what caused your loss.",
"Pick an heirloom for each team member.": "Pick an heirloom for each team member.",
"Describe why you teamed up to become thrill-seekers.": "Describe why you teamed up to become thrill-seekers.",
+ "Track the provenance and plan the next retrieval": "Track the provenance and plan the next retrieval",
+ "Take to the shadows and show them what a real bump in the night is.": "Take to the shadows and show them what a real bump in the night is.",
+ "Go to ground, and prepare to strike back.": "Go to ground, and prepare to strike back.",
+ "Sterilise and glove up.": "Sterilise and glove up.",
+ "Figure out if it’s movie night, finals week, or overtime.": "Figure out if it’s movie night, finals week, or overtime.",
+ "Decide each hunter’s job at the station.": "Decide each hunter’s job at the station.",
+ "Pick a starting community, team enemy, ally, move, and two asset selections.": "Pick a starting community, team enemy, ally, move, and two asset selections.",
+ "Set the vertical, adjust the horizontal, and get ready for the weirdness.": "Set the vertical, adjust the horizontal, and get ready for the weirdness.",
+ "Pick a starting team enemy, ally, move, and assets.": "Pick a starting team enemy, ally, move, and assets.",
+ "Join the group message server and brainstorm.": "Join the group message server and brainstorm.",
+ "Create the app.": "Create the app.",
+ "Download the app and take a gig.": "Download the app and take a gig.",
"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.",
@@ -2251,6 +2386,138 @@
"I was created to be a monster that hunts monsters—but now I do this on my own terms.": "I was created to be a monster that hunts monsters—but now I do this on my own terms.",
"I don’t have much time left—I’m going to make every second count, make it all mean something.": "I don’t have much time left—I’m going to make every second count, make it all mean something.",
"Something else that explains why monster hunting provides a thrill nothing else can:": "Something else that explains why monster hunting provides a thrill nothing else can:",
+ "Coven Nature": "Coven Nature",
+ "What sort of coven are you?": "What sort of coven are you?",
+ "Witches": "Witches",
+ "Vampires": "Vampires",
+ "Jinn": "Jinn",
+ "Yōkai": "Yōkai",
+ "Eclectic": "Eclectic",
+ "The coven’s Nature provides some potentially shared powers. A pack of harpies can all take flight, a group of witches can all start with rotes. Hunters can also take different powers if they have varied backgrounds.": "The coven’s Nature provides some potentially shared powers. A pack of harpies can all take flight, a group of witches can all start with rotes. Hunters can also take different powers if they have varied backgrounds.",
+ "Recruitment Method": "Recruitment Method",
+ "How did you come to be part of the coven?": "How did you come to be part of the coven?",
+ "Birth": "Birth",
+ "Initiation": "Initiation",
+ "Prophecy": "Prophecy",
+ "Transformation": "Transformation",
+ "Died and reborn": "Died and reborn",
+ "Mark of Kinship": "Mark of Kinship",
+ "Pick whatever hunter playbook you want and then add this on top. Each member chooses one of the following to represent their nature:A curse and either a Monstrous move or a natural attack (with 1 base and 1 extra) from the Monstrous playbook.Two rotes and a Temptation from the Hex playbook.A Spooky move and two Dark Secret tags from the Spooky playbook.A Changeling move and two Unknown Heritage tags from the Changeling playbook.": "Pick whatever hunter playbook you want and then add this on top. Each member chooses one of the following to represent their nature:- A curse and either a Monstrous move or a natural attack (with 1 base and 1 extra) from the Monstrous playbook.
- Two rotes and a Temptation from the Hex playbook.
- A Spooky move and two Dark Secret tags from the Spooky playbook.
- A Changeling move and two Unknown Heritage tags from the Changeling playbook.
",
+ "The Project": "The Project",
+ "Create the details of the Project. Choose options from the following lists:": "Create the details of the Project. Choose options from the following lists:",
+ "Modification techniques (pick one or more):": "Modification techniques (pick one or more):",
+ "Genetic modification": "Genetic modification",
+ "Organic grafting and symbiosis": "Organic grafting and symbiosis",
+ "Cybernetics and robotics": "Cybernetics and robotics",
+ "Psionic aptitude": "Psionic aptitude",
+ "Chemical enhancement": "Chemical enhancement",
+ "Uplifted animals": "Uplifted animals",
+ "Goals (pick two):": "Goals (pick two):",
+ "Protect common people": "Protect common people",
+ "Shape society to their image": "Shape society to their image",
+ "Burn everything down": "Burn everything down",
+ "Cruel curiosity": "Cruel curiosity",
+ "Elevate humanity": "Elevate humanity",
+ "Serve the nation": "Serve the nation",
+ "Expand our understanding of reality": "Expand our understanding of reality",
+ "Maintain the status quo": "Maintain the status quo",
+ "Resources and policies (pick three):": "Resources and policies (pick three):",
+ "Invasive intel": "Invasive intel",
+ "Emotional blackmail": "Emotional blackmail",
+ "Substantial manpower": "Substantial manpower",
+ "Advanced laboratories": "Advanced laboratories",
+ "Fleet of vehicles": "Fleet of vehicles",
+ "Good PR": "Good PR",
+ "Leveraging law enforcement": "Leveraging law enforcement",
+ "No witnesses": "No witnesses",
+ "Weaknesses (pick one):": "Weaknesses (pick one):",
+ "Sympathisers in the ranks": "Sympathisers in the ranks",
+ "Paranoia and secrecy": "Paranoia and secrecy",
+ "Bad public image": "Bad public image",
+ "Harsh discipline": "Harsh discipline",
+ "Delusions of family": "Delusions of family",
+ "Fragile brainwashing": "Fragile brainwashing",
+ "Suspicions (pick three, after which the Keeper determines two that are true):": "Suspicions (pick three, after which the Keeper determines two that are true):",
+ "Sleeper agents": "Sleeper agents",
+ "Extradimensional contacts": "Extradimensional contacts",
+ "Paving the way for conquest": "Paving the way for conquest",
+ "Alien obligations": "Alien obligations",
+ "Extensive bribes": "Extensive bribes",
+ "Time travel tech": "Time travel tech",
+ "Seeking immortality": "Seeking immortality",
+ "Alien technology": "Alien technology",
+ "How did you escape? Pick one:": "How did you escape? Pick one:",
+ "One of us was trusted and took advantage of that to open an opportunity.": "One of us was trusted and took advantage of that to open an opportunity.",
+ "An accident in a Project facility gave us a chance to escape.": "An accident in a Project facility gave us a chance to escape.",
+ "They underestimated how strong we are.": "They underestimated how strong we are.",
+ "We escaped during a field test.": "We escaped during a field test.",
+ "The Project was attacked and we escaped in the chaos.": "The Project was attacked and we escaped in the chaos.",
+ "We were going to be purged and took the risk to escape.": "We were going to be purged and took the risk to escape.",
+ "Scrubs and Gowns": "Scrubs and Gowns",
+ "Choose whatever playbook you want and then add this on top of it. Each team member chooses to have been a Scrub (staff) or Gown (subject) in the Project. Pick one of the options under that role.": "Choose whatever playbook you want and then add this on top of it. Each team member chooses to have been a Scrub (staff) or Gown (subject) in the Project. Pick one of the options under that role.",
+ "Scrubs": "Scrubs",
+ "Abnormal Medicine: You’re an expert at unusual medical procedures. You may do first aid without equipment, or heal +1 harm if you have gear. You’re familiar with unusual anatomies; when you help out another hunter with a basic Weird move, you give them +2 forward.Elite: You gain +1 to any rating, max +3.Specialist: Name an area of specialisation, such as stealth, security systems, or pursuit (with the Keeper’s agreement). When you use a basic move within this specialty, it is considered advanced.Good Under Pressure: Once per session, you may upgrade a roll by a success level. A miss becomes a 7–9, a 7–9 becomes a 10+, and, if the move is advanced, a 10+ becomes a 12+.": "- Abnormal Medicine: You’re an expert at unusual medical procedures. You may do first aid without equipment, or heal +1 harm if you have gear. You’re familiar with unusual anatomies; when you help out another hunter with a basic Weird move, you give them +2 forward.
- Elite: You gain +1 to any rating, max +3.
- Specialist: Name an area of specialisation, such as stealth, security systems, or pursuit (with the Keeper’s agreement). When you use a basic move within this specialty, it is considered advanced.
- Good Under Pressure: Once per session, you may upgrade a roll by a success level. A miss becomes a 7–9, a 7–9 becomes a 10+, and, if the move is advanced, a 10+ becomes a 12+.
",
+ "Gowns": "Gowns",
+ "Versatile: You developed a range of abilities. Take a second Weird basic move.Extreme Power: Your power level is higher than other subjects. Your basic Weird move is advanced.Healing Factor: Every 30 minutes, you may clear unstable or heal 1-harm. When the team has a chance to recover, you heal +1 harm.Evolution: Something happened that caused you to develop a specific ability. Take a supernatural move from another playbook.Energy Blast: You have an intrinsic Weird attack: 2-harm close magic energy. Decide how it works and looks.Mind Over Matter: Any time you roll a move, you may take 2-harm (which can’t be reduced by any means) to improve the result as if you rolled a 10.": "- Versatile: You developed a range of abilities. Take a second Weird basic move.
- Extreme Power: Your power level is higher than other subjects. Your basic Weird move is advanced.
- Healing Factor: Every 30 minutes, you may clear unstable or heal 1-harm. When the team has a chance to recover, you heal +1 harm.
- Evolution: Something happened that caused you to develop a specific ability. Take a supernatural move from another playbook.
- Energy Blast: You have an intrinsic Weird attack: 2-harm close magic energy. Decide how it works and looks.
- Mind Over Matter: Any time you roll a move, you may take 2-harm (which can’t be reduced by any means) to improve the result as if you rolled a 10.
",
+ "Monster Sides": "Monster Sides",
+ "Each hunter picks a playbook as usual (except the Monstrous). Then you each choose options for your monster breed as if you were a Monstrous (MOTW hardcover, page 61). You must choose a curse and natural attack, but moves are at your discretion. In addition, all hunters may count the usual Monstrous playbook moves as additional playbook moves on top of those in your main playbook. When selecting history, use either your main playbook or Monstrous history options.For improvements, use your main playbook’s improvement options. Add the following regular improvements:Get +1 Weird, max +3Pick another natural attackAnd the following advanced improvements:Free yourself from the curse of your species. Your curse no longer applies, but lose 1 Weird.You turn evil (again). Retire this character; they become one of the Keeper’s threats.All the hunters on this team are monsters, and so they’re all effectively a Monstrous overlaid on their main playbook.If someone wants to play one of the other explicitly supernatural playbooks (such as the Divine, Summoned, or Changeling), figure out if that is enough “monster side” in itself.Some players might wish to play “the normal human” in the team, perhaps not really aware what they are getting themselves into. If they do, they ignore the Monster Side steps for hunter creation. Instead, they get 1 extra Luck box. If they ever become a monster or change to an overtly supernatural playbook, they immediately lose 1 unused Luck box.": "Each hunter picks a playbook as usual (except the Monstrous). Then you each choose options for your monster breed as if you were a Monstrous (MOTW hardcover, page 61). You must choose a curse and natural attack, but moves are at your discretion. In addition, all hunters may count the usual Monstrous playbook moves as additional playbook moves on top of those in your main playbook. When selecting history, use either your main playbook or Monstrous history options.
For improvements, use your main playbook’s improvement options. Add the following regular improvements:
- Get +1 Weird, max +3
- Pick another natural attack
And the following advanced improvements:- Free yourself from the curse of your species. Your curse no longer applies, but lose 1 Weird.
- You turn evil (again). Retire this character; they become one of the Keeper’s threats.
All the hunters on this team are monsters, and so they’re all effectively a Monstrous overlaid on their main playbook.If someone wants to play one of the other explicitly supernatural playbooks (such as the Divine, Summoned, or Changeling), figure out if that is enough “monster side” in itself.
Some players might wish to play “the normal human” in the team, perhaps not really aware what they are getting themselves into. If they do, they ignore the Monster Side steps for hunter creation. Instead, they get 1 extra Luck box. If they ever become a monster or change to an overtly supernatural playbook, they immediately lose 1 unused Luck box.",
+ "Upbringing": "Upbringing",
+ "How did your team grow up?": "How did your team grow up?",
+ "Unseen Community: The local community is mostly supernatural, or at least in the know. You get plenty of news and rumours about local happenings.": "Unseen Community: The local community is mostly supernatural, or at least in the know. You get plenty of news and rumours about local happenings.",
+ "Precocious Youth: The hunters are students at a school that caters to the supernatural. There’s an extensive occult library.": "Precocious Youth: The hunters are students at a school that caters to the supernatural. There’s an extensive occult library.",
+ "Protected and Subsidised: A powerful, wealthy benefactor protects the community. Well-funded medical facilities and sanctuaries are available here.": "Protected and Subsidised: A powerful, wealthy benefactor protects the community. Well-funded medical facilities and sanctuaries are available here.",
+ "Scattered Individuals: The hunters met by happenstance. Between them, they have contacts with several different supernatural groups.": "Scattered Individuals: The hunters met by happenstance. Between them, they have contacts with several different supernatural groups.",
+ "Secret Haven: You grew up in an isolated community of supernatural people, set apart from the rest of the world. When you go back home, it’s very difficult to track you.": "Secret Haven: You grew up in an isolated community of supernatural people, set apart from the rest of the world. When you go back home, it’s very difficult to track you.",
+ "Weird Town: Not everyone who lives here is supernatural, but everyone is at least a bit eccentric. Nobody pays much attention if you cast a spell, or have bright blue skin. Your friends and contacts all have unusual hobbies, often coming in handy during mysteries.": "Weird Town: Not everyone who lives here is supernatural, but everyone is at least a bit eccentric. Nobody pays much attention if you cast a spell, or have bright blue skin. Your friends and contacts all have unusual hobbies, often coming in handy during mysteries.",
+ "Minor Weirdness": "Minor Weirdness",
+ "Each team member starts with one of the following moves:Artifact (from the Crooked playbook).Claws of the beast, flight, incorporeal, mental dominion, or shapeshifter (from the Monstrous playbook).Guardian (from the Searcher playbook).Inhuman talent (from the Changeling playbook).Jinx or the Sight (from the Spooky playbook).Soothe (from the Divine playbook).Third eye (from the Spell-Slinger playbook).": "
Each team member starts with one of the following moves:
- Artifact (from the Crooked playbook).
- Claws of the beast, flight, incorporeal, mental dominion, or shapeshifter (from the Monstrous playbook).
- Guardian (from the Searcher playbook).
- Inhuman talent (from the Changeling playbook).
- Jinx or the Sight (from the Spooky playbook).
- Soothe (from the Divine playbook).
- Third eye (from the Spell-Slinger playbook).
",
+ "Who Does What?": "Who Does What?",
+ "Lots of different jobs are needed to run a radio station. Engineers manage sound and maintain equipment. Marketers find sponsors and opportunities. Clerks keep money going in and out. And, of course, personalities MC the airwaves. In a small station, some end up doing double or triple duty, maybe everyone even has their own show. Decide together what job or jobs each hunter has.": "Lots of different jobs are needed to run a radio station. Engineers manage sound and maintain equipment. Marketers find sponsors and opportunities. Clerks keep money going in and out. And, of course, personalities MC the airwaves. In a small station, some end up doing double or triple duty, maybe everyone even has their own show. Decide together what job or jobs each hunter has.",
+ "Community": "Community",
+ "What community do you serve?": "What community do you serve?",
+ "College station": "College station",
+ "Remote village or outpost": "Remote village or outpost",
+ "Scattered townships": "Scattered townships",
+ "Big city": "Big city",
+ "Global audience": "Global audience",
+ "The App": "The App",
+ "How did you learn about it? Each hunter answers for themself:From a spam email.It was just there on your phone one day.You saw it in the app store.From an ad while watching a stream.You thought it was an ARG.A friend recommended it.Something else.": "How did you learn about it? Each hunter answers for themself:- From a spam email.
- It was just there on your phone one day.
- You saw it in the app store.
- From an ad while watching a stream.
- You thought it was an ARG.
- A friend recommended it.
- Something else.
",
+ "Why did you start using it? Each hunter answers for themself:You were a customer first.It listed a hunt you were already doing.No, really, you thought it was a video game.It was a joke!You needed the money.It sounded exciting.Something else.": "Why did you start using it? Each hunter answers for themself:- You were a customer first.
- It listed a hunt you were already doing.
- No, really, you thought it was a video game.
- It was a joke!
- You needed the money.
- It sounded exciting.
- Something else.
",
+ "What are the clients like? Pick three:": "What are the clients like? Pick three:",
+ "They’re surprised to see us": "They’re surprised to see us",
+ "Entitled and irritating": "Entitled and irritating",
+ "In desperate need": "In desperate need",
+ "Often dead": "Often dead",
+ "Skeptical and disbelieving": "Skeptical and disbelieving",
+ "Curious and excited": "Curious and excited",
+ "Grateful and appreciative": "Grateful and appreciative",
+ "Suspicious and shady": "Suspicious and shady",
+ "Not human": "Not human",
+ "Pick two good things about the app:": "Pick two good things about the app:",
+ "Good support staff": "Good support staff",
+ "Clear mission parameters": "Clear mission parameters",
+ "Good pay": "Good pay",
+ "Discounts on gear": "Discounts on gear",
+ "Strong community": "Strong community",
+ "Medical insurance": "Medical insurance",
+ "Pick two bad things about the app:": "Pick two bad things about the app:",
+ "Cutthroat community": "Cutthroat community",
+ "Obscure mission requests": "Obscure mission requests",
+ "Uncaring “support” staff": "Uncaring “support” staff",
+ "“Trial by fire” approach": "“Trial by fire” approach",
+ "Terrible pay": "Terrible pay",
+ "Expensive gear": "Expensive gear",
+ "Misleading intel": "Misleading intel",
+ "No medical coverage": "No medical coverage",
+ "What do you suspect may be behind the app? Pick two:": "What do you suspect may be behind the app? Pick two:",
+ "Eldritch entities": "Eldritch entities",
+ "A greedy tech-bro": "A greedy tech-bro",
+ "Chaos witches": "Chaos witches",
+ "A well-meaning spirit": "A well-meaning spirit",
+ "Odin": "Odin",
+ "Vengeful ghosts": "Vengeful ghosts",
+ "An organisation wanting deniable assets": "An organisation wanting deniable assets",
+ "Destiny": "Destiny",
"Notes": "Notes",
"Team Moves": "Team Moves",
"Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:",
@@ -2261,44 +2528,99 @@
"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.",
+ "Each Others’ Backs: All of you get ongoing +1 to helping each other.": "Each Others’ Backs: All of you get ongoing +1 to helping each other.",
+ "Thought Loop: If one of you wants to communicate telepathically with another one of you, roll +Weird. On 10+, you send a few words and an emotion and are able to hear back from the other one. On 7–9, you send only a single word or an emotion, and are unable to hear back. On a miss, choose: either your message is warped by the Keeper, or it works like on 7–9, but someone else hears it too.": "Thought Loop: If one of you wants to communicate telepathically with another one of you, roll +Weird. On 10+, you send a few words and an emotion and are able to hear back from the other one. On 7–9, you send only a single word or an emotion, and are unable to hear back. On a miss, choose: either your message is warped by the Keeper, or it works like on 7–9, but someone else hears it too.",
+ "United Effort: At the beginning of a mystery, your team holds 2. Any of you can spend 1 hold to use someone else’s playbook move one time.": "United Effort: At the beginning of a mystery, your team holds 2. Any of you can spend 1 hold to use someone else’s playbook move one time.",
+ "Not That Similar: Each of you gets +1 to one Rating (max. +3) and -1 to another one (min. -2). Each one of you must choose a different Rating to add 1 to, and subtract 1 from a rating one of the others have added to.": "Not That Similar: Each of you gets +1 to one Rating (max. +3) and -1 to another one (min. -2). Each one of you must choose a different Rating to add 1 to, and subtract 1 from a rating one of the others have added to.",
+ "Protect My Self: When one of you puts themselves or other hunters at risk to prove that they aren’t just a copy of the rest of you, they mark experience.": "Protect My Self: When one of you puts themselves or other hunters at risk to prove that they aren’t just a copy of the rest of you, they mark experience.",
+ "Check the Manifest: You have a list of known artifacts, and the stories and rumours associated with them. When you look up a mystical effect, ask “What can do this?” and roll +Sharp. On a 10+, you know exactly which artifact you’re looking for. On a 7–9, you narrow it down to three likely candidates. On a miss, this is something new—you have no idea what to prepare for.": "Check the Manifest: You have a list of known artifacts, and the stories and rumours associated with them. When you look up a mystical effect, ask “What can do this?” and roll +Sharp. On a 10+, you know exactly which artifact you’re looking for. On a 7–9, you narrow it down to three likely candidates. On a miss, this is something new—you have no idea what to prepare for.",
+ "I Smell Fudge: There’s an extensive list of sensory experiences tied to different sorts of powers. When a team member reads a bad situation, the Keeper will tell them if a phenomenon is at work here, before they spend any hold.": "I Smell Fudge: There’s an extensive list of sensory experiences tied to different sorts of powers. When a team member reads a bad situation, the Keeper will tell them if a phenomenon is at work here, before they spend any hold.",
+ "Where in the World?: When a team member deliberately leaves clues or rumours to lead someone to a particular place, roll +Cool. On a 10+, your targets appear when and where you planned. On a 7–9, they’re suspicious and come prepared. On a miss, you tipped your hand. They might set a surprise for you.": "Where in the World?: When a team member deliberately leaves clues or rumours to lead someone to a particular place, roll +Cool. On a 10+, your targets appear when and where you planned. On a 7–9, they’re suspicious and come prepared. On a miss, you tipped your hand. They might set a surprise for you.",
+ "Quicktime: When team members successfully help out or protect someone facing booby traps or phenomena-related hazards, they turn the trap in their favour. Choose one: deal the hazard’s harm to something, or change the environment in a way that helps the hunters.": "Quicktime: When team members successfully help out or protect someone facing booby traps or phenomena-related hazards, they turn the trap in their favour. Choose one: deal the hazard’s harm to something, or change the environment in a way that helps the hunters.",
+ "You’re Not Worthy: When a team member calls out a selfish or oblivious owner of an artifact, the team takes +1 ongoing to foil their plans.": "You’re Not Worthy: When a team member calls out a selfish or oblivious owner of an artifact, the team takes +1 ongoing to foil their plans.",
+ "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.",
+ "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.",
+ "Bound in Blood: The team has bound their fates together through arcane rituals. Members of the team can choose to suffer 1-harm in order to help out another member across all distances and obstacles.": "Bound in Blood: The team has bound their fates together through arcane rituals. Members of the team can choose to suffer 1-harm in order to help out another member across all distances and obstacles.",
+ "How Awful Goodness Is: When a team member displays overwhelming violence or supernatural might, they can manipulate someone to intimidate a monster, minion, or villain. You may roll +Tough (for violence) or +Weird (for magic) instead of +Charm.": "How Awful Goodness Is: When a team member displays overwhelming violence or supernatural might, they can manipulate someone to intimidate a monster, minion, or villain. You may roll +Tough (for violence) or +Weird (for magic) instead of +Charm.",
+ "Our Strength Is the Pack: Each successful attack creates an opening for someone else. When a team member rolls a 7+ on any move in a fight or crisis, the team gains +1 forward (applies to the next move made by any team member).": "Our Strength Is the Pack: Each successful attack creates an opening for someone else. When a team member rolls a 7+ on any move in a fight or crisis, the team gains +1 forward (applies to the next move made by any team member).",
+ "Laws of Hospitality: You can call a mystically enforced parlay with enemies that understand the concept. Should they break the truce, you gain +1 ongoing when opposing them, but if you break the truce, you take –1 ongoing. This lasts for the rest of the mystery.": "Laws of Hospitality: You can call a mystically enforced parlay with enemies that understand the concept. Should they break the truce, you gain +1 ongoing when opposing them, but if you break the truce, you take –1 ongoing. This lasts for the rest of the mystery.",
+ "Bell, Book, and Candle: Each member of the Coven counts as three people for the purposes of use magic or big magic requirements.": "Bell, Book, and Candle: Each member of the Coven counts as three people for the purposes of use magic or big magic requirements.",
+ "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.",
+ "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.",
+ "Desperate Determination: Each mystery, the first and second time a hunter becomes unstable or spends Luck, each of you holds 1. You can spend this hold to get +1 forward to any move until the end of the current mystery.": "Desperate Determination: Each mystery, the first and second time a hunter becomes unstable or spends Luck, each of you holds 1. You can spend this hold to get +1 forward to any move until the end of the current mystery.",
+ "Doomed Again: When you investigate a mystery or read a bad situation about something that reminds you of how your world ended, you can automatically get 2 more holds, regardless of the move result, but if you do, the trauma of your memories gives you -1 ongoing to act under pressure until you have a chance to rest and decompress.": "Doomed Again: When you investigate a mystery or read a bad situation about something that reminds you of how your world ended, you can automatically get 2 more holds, regardless of the move result, but if you do, the trauma of your memories gives you -1 ongoing to act under pressure until you have a chance to rest and decompress.",
+ "Recount the Apocalypse: Telling the story of how your world ended, or how this one will probably end, counts as the reason for people to do what you ask when you manipulate them.": "Recount the Apocalypse: Telling the story of how your world ended, or how this one will probably end, counts as the reason for people to do what you ask when you manipulate them.",
+ "Survived the End: Each of you can, once per mystery, reduce the suffered harm by 2 if suffered harm would take you to dying.": "Survived the End: Each of you can, once per mystery, reduce the suffered harm by 2 if suffered harm would take you to dying.",
+ "Branded by Destruction: Once per mystery, each of you can open yourself up to the destructive power of your world’s doom. When this happens, hold 3 and spend 1 each time you deal or take harm. This harm is raised by 1, both for dealing and suffering it.": "Branded by Destruction: Once per mystery, each of you can open yourself up to the destructive power of your world’s doom. When this happens, hold 3 and spend 1 each time you deal or take harm. This harm is raised by 1, both for dealing and suffering it.",
"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.",
"Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.",
"Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.",
+ "Ethical Concerns: When a team member reads a bad situation or investigates a mystery, they can ask “Who has a guilty conscience?” or “Who has something they want to say?” in addition to their normal questions.": "Ethical Concerns: When a team member reads a bad situation or investigates a mystery, they can ask “Who has a guilty conscience?” or “Who has something they want to say?” in addition to their normal questions.",
+ "Camera Shy: You’re skilled at avoiding cameras. Get +1 forward when looking for hidden cameras or someone surreptitiously filming you. At the start of each mystery, the team gets 3 hold. Spend this hold to avoid being caught on any camera.": "Camera Shy: You’re skilled at avoiding cameras. Get +1 forward when looking for hidden cameras or someone surreptitiously filming you. At the start of each mystery, the team gets 3 hold. Spend this hold to avoid being caught on any camera.",
+ "Strike Back: When the team acts together to defy the Project or another oppressor, they take +1 ongoing for the first clash.": "Strike Back: When the team acts together to defy the Project or another oppressor, they take +1 ongoing for the first clash.",
+ "Shared Pain: When a team member manipulates someone who’s been through trauma, when they share their own feelings, it serves as a reason to go along with the request.": "Shared Pain: When a team member manipulates someone who’s been through trauma, when they share their own feelings, it serves as a reason to go along with the request.",
+ "Cross-Training: Each team member takes a new option from either Gowns or Scrubs.": "Cross-Training: Each team member takes a new option from either Gowns or Scrubs.",
+ "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.",
+ "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.",
+ "Normal Human Activity: When you try to pass off something supernatural as nothing to pay attention to, roll +Cool. On a 10+, nobody pays any attention. On a 7–9, either you are flustered or someone notices something is off. On a miss, you’re going to draw a lot of attention and make everything worse.": "Normal Human Activity: When you try to pass off something supernatural as nothing to pay attention to, roll +Cool. On a 10+, nobody pays any attention. On a 7–9, either you are flustered or someone notices something is off. On a miss, you’re going to draw a lot of attention and make everything worse.",
+ "Mark of Evil: You all possess a mark of supernatural authority (perhaps a tattoo, amulet, or aura engram). Supernatural creatures will tend to do what you ask, unless they specifically know you have been exiled. Those who are aware of your exile might still give you a moment to explain yourself.": "Mark of Evil: You all possess a mark of supernatural authority (perhaps a tattoo, amulet, or aura engram). Supernatural creatures will tend to do what you ask, unless they specifically know you have been exiled. Those who are aware of your exile might still give you a moment to explain yourself.",
+ "Rite of Empowerment: You have enacted a magical ritual to boost the team’s power. All team members gain +1 Weird. Hunters who already have +3 Weird gain +1 to a rating of their choice instead (max +3).": "Rite of Empowerment: You have enacted a magical ritual to boost the team’s power. All team members gain +1 Weird. Hunters who already have +3 Weird gain +1 to a rating of their choice instead (max +3).",
+ "Too Many Monsters!: If more than one of you demonstrates your monstrous nature in the course of an action scene, a hunter may menace any bystanders present—for their own good. They flee the area in fear, stopping once they are somewhere safe and quiet.": "Too Many Monsters!: If more than one of you demonstrates your monstrous nature in the course of an action scene, a hunter may menace any bystanders present—for their own good. They flee the area in fear, stopping once they are somewhere safe and quiet.",
+ "Mystic Radio: You have an enchantment that allows you all to talk to each other at any time, as a shared telepathic link. It does not work when you are separated by a magical warding or when you are in another dimension or world.": "Mystic Radio: You have an enchantment that allows you all to talk to each other at any time, as a shared telepathic link. It does not work when you are separated by a magical warding or when you are in another dimension or world.",
"Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.",
"Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.",
"Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.",
"Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).",
"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.",
+ "Places of Evil: When you enter a location filled with supernatural evil, like a haunt, you can ask a free question from the read a bad situation list, and get +1 ongoing to act on the answer.": "Places of Evil: When you enter a location filled with supernatural evil, like a haunt, you can ask a free question from the read a bad situation list, and get +1 ongoing to act on the answer.",
+ "Bad Vibes: When any of you are near a persistent, malevolent magic effect, you feel a shudder. You can immediately ask one investigate a mystery question about this effect at the cost of taking -1 forward or 1-harm ignore-armour (your choice).": "Bad Vibes: When any of you are near a persistent, malevolent magic effect, you feel a shudder. You can immediately ask one investigate a mystery question about this effect at the cost of taking -1 forward or 1-harm ignore-armour (your choice).",
+ "Survive the Worst: Once per mystery, when in danger, each of you can reduce harm received by 2. You have to tend to your wounds as soon as you’re back to safety, otherwise your reduced harm returns.": "Survive the Worst: Once per mystery, when in danger, each of you can reduce harm received by 2. You have to tend to your wounds as soon as you’re back to safety, otherwise your reduced harm returns.",
+ "Roots of Evil: When you analyse or observe two or more supernatural effects, you can always tell which of them have been caused, or stem from, the others (if at all).": "Roots of Evil: When you analyse or observe two or more supernatural effects, you can always tell which of them have been caused, or stem from, the others (if at all).",
+ "Locked Power: You know a big magic ritual that requires at least three participants, an hour, and an object from the place you want to enchant. This ritual makes a supernatural entity or phenomenon that’s in any way bound to a location weaker outside this location for the next 24 hours in one of the following ways:Usage of its powers outside this location is obviously supernatural and draws lots of attention.You always know when it uses its power.Using its power hurts a lot, making it unwilling to do so until really desperate.It weakens its power, giving you +1 forward to acting against it.": "Locked Power: You know a big magic ritual that requires at least three participants, an hour, and an object from the place you want to enchant. This ritual makes a supernatural entity or phenomenon that’s in any way bound to a location weaker outside this location for the next 24 hours in one of the following ways:- Usage of its powers outside this location is obviously supernatural and draws lots of attention.
- You always know when it uses its power.
- Using its power hurts a lot, making it unwilling to do so until really desperate.
- It weakens its power, giving you +1 forward to acting against it.
",
"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 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.",
- "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.",
- "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.",
- "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.",
- "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.",
"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 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...",
+ "Journal Archive: The family archives store the notes and discoveries of many hunters. Decide if your archives are broad or specialised. Each hunter on the team gains an extra hold on their first investigate move each mystery—as long as the archives apply. A specialised archive applies in cases when the family has encountered this individual monster or phenomenon before, and a broad archive applies when the family has encountered the type of monster or phenomenon.": "Journal Archive: The family archives store the notes and discoveries of many hunters. Decide if your archives are broad or specialised. Each hunter on the team gains an extra hold on their first investigate move each mystery—as long as the archives apply. A specialised archive applies in cases when the family has encountered this individual monster or phenomenon before, and a broad archive applies when the family has encountered the type of monster or phenomenon.",
+ "Thicker than Water: There’s a big magic ritual known to your lineage that any hunter may use. It takes a minute or so to cast, and the caster suffers 4-harm that may not be mitigated in any way. Every other member of the team instantly heals 3-harm (and becomes stable if they were not).": "Thicker than Water: There’s a big magic ritual known to your lineage that any hunter may use. It takes a minute or so to cast, and the caster suffers 4-harm that may not be mitigated in any way. Every other member of the team instantly heals 3-harm (and becomes stable if they were not).",
+ "A Kind of Fame: Your family’s reputation has got around beyond the monster hunter community. When you meet a bystander who has an interest in or connection to the weird side of the world, or had previous encounters with monsters and monster hunters, there’s a good chance they’ll know of your family. They’re likely to trust you.": "A Kind of Fame: Your family’s reputation has got around beyond the monster hunter community. When you meet a bystander who has an interest in or connection to the weird side of the world, or had previous encounters with monsters and monster hunters, there’s a good chance they’ll know of your family. They’re likely to trust you.",
+ "Monster Punchers: Each team member gains one extra harm box (prior to unstable.)": "Monster Punchers: Each team member gains one extra harm box (prior to unstable.)",
+ "Those Hard Conversations: When two team members have a private conversation about a difficult issue and one or both open up emotionally, both hunters may clear 1-harm and take +1 forward. If one shuts the conversation down, both hunters just take +1 forward.": "Those Hard Conversations: When two team members have a private conversation about a difficult issue and one or both open up emotionally, both hunters may clear 1-harm and take +1 forward. If one shuts the conversation down, both hunters just take +1 forward.",
+ "Medical Professional: When a team member heals someone else’s harm, they stabilise them and heal an additional harm. Includes regular first aid and treatment (see MOTW hardcover, page 123).": "Medical Professional: When a team member heals someone else’s harm, they stabilise them and heal an additional harm. Includes regular first aid and treatment (see MOTW hardcover, page 123).",
+ "House Diagnostics: When the team diagnoses a patient, one hunter rolls +Sharp with +1 forward. On a 10+, hold 2. On a 7–9, hold 1. Any team member may spend that hold to ask one of the following questions: “What’s the deeper cause here?”“What’s the most dangerous symptom?”“Is there anything unnatural about this?”“Was this ailment or injury accidental or deliberate?”": "House Diagnostics: When the team diagnoses a patient, one hunter rolls +Sharp with +1 forward. On a 10+, hold 2. On a 7–9, hold 1. Any team member may spend that hold to ask one of the following questions: - “What’s the deeper cause here?”
- “What’s the most dangerous symptom?”
- “Is there anything unnatural about this?”
- “Was this ailment or injury accidental or deliberate?”
",
+ "Code Blue!: In a heated moment, you react to each other quickly. All hunters get +1 forward to help out team members in a crisis.": "Code Blue!: In a heated moment, you react to each other quickly. All hunters get +1 forward to help out team members in a crisis.",
+ "I’m Not a Miracle Worker: Each hunter, when they witness an innocent’s death, takes +1 ongoing to save others for the rest of the mystery. This doesn’t stack—you still have +1 if you let more people die.": "I’m Not a Miracle Worker: Each hunter, when they witness an innocent’s death, takes +1 ongoing to save others for the rest of the mystery. This doesn’t stack—you still have +1 if you let more people die.",
+ "Bedside Manner: When a team member delivers bad news, on a successful manipulate someone, also ask one question from investigate a mystery.": "Bedside Manner: When a team member delivers bad news, on a successful manipulate someone, also ask one question from investigate a mystery.",
"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.",
"The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.",
+ "Contact List: Whenever you’re not sure what to check out next, ask the Keeper. They’ll provide you with a lead (usually a person or place) that your initial research suggested might hold useful information. Keeper: make the lead a useful one (even if just to help rule out a certain hypothesis).": "Contact List: Whenever you’re not sure what to check out next, ask the Keeper. They’ll provide you with a lead (usually a person or place) that your initial research suggested might hold useful information. Keeper: make the lead a useful one (even if just to help rule out a certain hypothesis).",
+ "Focus of Attention: When the whole team sets up in one place to investigate, interview, or record in the course of their investigations, everyone nearby is drawn in. The Keeper will have bystanders, monsters, and minions approach to see what’s happening, and maybe get involved (for better or worse).": "Focus of Attention: When the whole team sets up in one place to investigate, interview, or record in the course of their investigations, everyone nearby is drawn in. The Keeper will have bystanders, monsters, and minions approach to see what’s happening, and maybe get involved (for better or worse).",
+ "Crowdsourced “Facts”: When you call for your fans and followers for news and rumours about the current mystery, wait a while for responses to appear. The Keeper gives you some rumours: they may be true, false, or irrelevant. Then get +2 hold the next time a team member investigates a mystery.": "Crowdsourced “Facts”: When you call for your fans and followers for news and rumours about the current mystery, wait a while for responses to appear. The Keeper gives you some rumours: they may be true, false, or irrelevant. Then get +2 hold the next time a team member investigates a mystery.",
+ "Power of Celebrity: At least one bystander per mystery is one of your fans. They will be eager to get involved—no guarantees about them actually being useful. Keeper: each mystery, create the fan as a bystander by default. If you’re feeling generous, make them an ally. Optionally, add an additional monster or minion fan.": "Power of Celebrity: At least one bystander per mystery is one of your fans. They will be eager to get involved—no guarantees about them actually being useful. Keeper: each mystery, create the fan as a bystander by default. If you’re feeling generous, make them an ally. Optionally, add an additional monster or minion fan.",
+ "“That was a lucky escape!”: When you are recording a team member or bystander and they’re in danger from a monster, phenomenon, or minion, any team member may roll +Weird for a lucky break.On a 10+, the danger instead hits something inanimate but important nearby. It is destroyed in a very loud and attention-grabbing way (explodes, bursts into flame, etc.).On a 7–9, the lucky break is a bit less lucky—the hunter who rolled suffers half the danger.On a 6 or less, it’s actually much worse than it looked.": "“That was a lucky escape!”: When you are recording a team member or bystander and they’re in danger from a monster, phenomenon, or minion, any team member may roll +Weird for a lucky break.- On a 10+, the danger instead hits something inanimate but important nearby. It is destroyed in a very loud and attention-grabbing way (explodes, bursts into flame, etc.).
- On a 7–9, the lucky break is a bit less lucky—the hunter who rolled suffers half the danger.
- On a 6 or less, it’s actually much worse than it looked.
",
+ "Too Normal to Be Weird: You grew up around magic. For you it’s no big deal, and you don’t act furtively. Most people react to your confidence by overlooking or failing to notice supernatural features and powers.": "Too Normal to Be Weird: You grew up around magic. For you it’s no big deal, and you don’t act furtively. Most people react to your confidence by overlooking or failing to notice supernatural features and powers.",
+ "Casual Magic: You can perform small supernatural feats. This goes beyond simple roleplay flourishes by allowing you to use powers to fill in for a piece of utility gear (like a lockpick or flashlight) or as part of another move in crisis situation (such as acting under pressure to get a door open quickly). Mundane observers might notice you aren’t normal.": "Casual Magic: You can perform small supernatural feats. This goes beyond simple roleplay flourishes by allowing you to use powers to fill in for a piece of utility gear (like a lockpick or flashlight) or as part of another move in crisis situation (such as acting under pressure to get a door open quickly). Mundane observers might notice you aren’t normal.",
+ "Authentic Witchiness: You may not know what you’re doing with magic, but others can’t see your inexperience. When a team member uses magic to give an impression of power, they take +1 forward interacting with that person.": "Authentic Witchiness: You may not know what you’re doing with magic, but others can’t see your inexperience. When a team member uses magic to give an impression of power, they take +1 forward interacting with that person.",
+ "Curse Remedies: You learned many protective measures. When you investigate a mystery, add the following questions to the list you can ask: “How do we cure this curse?” and “How do we protect someone from this curse?”": "Curse Remedies: You learned many protective measures. When you investigate a mystery, add the following questions to the list you can ask: “How do we cure this curse?” and “How do we protect someone from this curse?”",
+ "Just Folks: Once per session, when two or more of you take the time to befriend a bystander, they become an ally until the end of the mystery.": "Just Folks: Once per session, when two or more of you take the time to befriend a bystander, they become an ally until the end of the mystery.",
"Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.",
"Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.",
"Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.",
@@ -2309,63 +2631,56 @@
"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.",
"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.",
- "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.",
- "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.",
- "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.",
- "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.",
- "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 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.",
- "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.",
- "Places of Evil: When you enter a location filled with supernatural evil, like a haunt, you can ask a free question from the read a bad situation list, and get +1 ongoing to act on the answer.": "Places of Evil: When you enter a location filled with supernatural evil, like a haunt, you can ask a free question from the read a bad situation list, and get +1 ongoing to act on the answer.",
- "Bad Vibes: When any of you are near a persistent, malevolent magic effect, you feel a shudder. You can immediately ask one investigate a mystery question about this effect at the cost of taking -1 forward or 1-harm ignore-armour (your choice).": "Bad Vibes: When any of you are near a persistent, malevolent magic effect, you feel a shudder. You can immediately ask one investigate a mystery question about this effect at the cost of taking -1 forward or 1-harm ignore-armour (your choice).",
- "Survive the Worst: Once per mystery, when in danger, each of you can reduce harm received by 2. You have to tend to your wounds as soon as you’re back to safety, otherwise your reduced harm returns.": "Survive the Worst: Once per mystery, when in danger, each of you can reduce harm received by 2. You have to tend to your wounds as soon as you’re back to safety, otherwise your reduced harm returns.",
- "Roots of Evil: When you analyse or observe two or more supernatural effects, you can always tell which of them have been caused, or stem from, the others (if at all).": "Roots of Evil: When you analyse or observe two or more supernatural effects, you can always tell which of them have been caused, or stem from, the others (if at all).",
- "Locked Power: You know a big magic ritual that requires at least three participants, an hour, and an object from the place you want to enchant. This ritual makes a supernatural entity or phenomenon that’s in any way bound to a location weaker outside this location for the next 24 hours in one of the following ways:Usage of its powers outside this location is obviously supernatural and draws lots of attention.You always know when it uses its power.Using its power hurts a lot, making it unwilling to do so until really desperate.It weakens its power, giving you +1 forward to acting against it.": "Locked Power: You know a big magic ritual that requires at least three participants, an hour, and an object from the place you want to enchant. This ritual makes a supernatural entity or phenomenon that’s in any way bound to a location weaker outside this location for the next 24 hours in one of the following ways:- Usage of its powers outside this location is obviously supernatural and draws lots of attention.
- You always know when it uses its power.
- Using its power hurts a lot, making it unwilling to do so until really desperate.
- It weakens its power, giving you +1 forward to acting against it.
",
- "Each Others’ Backs: All of you get ongoing +1 to helping each other.": "Each Others’ Backs: All of you get ongoing +1 to helping each other.",
- "Thought Loop: If one of you wants to communicate telepathically with another one of you, roll +Weird. On 10+, you send a few words and an emotion and are able to hear back from the other one. On 7–9, you send only a single word or an emotion, and are unable to hear back. On a miss, choose: either your message is warped by the Keeper, or it works like on 7–9, but someone else hears it too.": "Thought Loop: If one of you wants to communicate telepathically with another one of you, roll +Weird. On 10+, you send a few words and an emotion and are able to hear back from the other one. On 7–9, you send only a single word or an emotion, and are unable to hear back. On a miss, choose: either your message is warped by the Keeper, or it works like on 7–9, but someone else hears it too.",
- "United Effort: At the beginning of a mystery, your team holds 2. Any of you can spend 1 hold to use someone else’s playbook move one time.": "United Effort: At the beginning of a mystery, your team holds 2. Any of you can spend 1 hold to use someone else’s playbook move one time.",
- "Not That Similar: Each of you gets +1 to one Rating (max. +3) and -1 to another one (min. -2). Each one of you must choose a different Rating to add 1 to, and subtract 1 from a rating one of the others have added to.": "Not That Similar: Each of you gets +1 to one Rating (max. +3) and -1 to another one (min. -2). Each one of you must choose a different Rating to add 1 to, and subtract 1 from a rating one of the others have added to.",
- "Protect My Self: When one of you puts themselves or other hunters at risk to prove that they aren’t just a copy of the rest of you, they mark experience.": "Protect My Self: When one of you puts themselves or other hunters at risk to prove that they aren’t just a copy of the rest of you, they mark experience.",
+ "I’ll Get You through This: People often call you for help. When a team member guides a caller through a crisis on air, they can protect someone by rolling +Cool instead of +Tough and without having to be present.": "I’ll Get You through This: People often call you for help. When a team member guides a caller through a crisis on air, they can protect someone by rolling +Cool instead of +Tough and without having to be present.",
+ "Don’t Touch that Dial: When a team member tries to guide a community with a public broadcast, roll +Charm. On a 10+, most of the audience acts in accordance with your safety instructions.On a 7–9, everyone follows your safety instructions, except for one person or group.On a miss, the Keeper chooses two for the audience:Some make horrible mistakes.Some suffer terrible harm.Some turn against you.": "Don’t Touch that Dial: When a team member tries to guide a community with a public broadcast, roll +Charm. - On a 10+, most of the audience acts in accordance with your safety instructions.
- On a 7–9, everyone follows your safety instructions, except for one person or group.
- On a miss, the Keeper chooses two for the audience:
- Some make horrible mistakes.
- Some suffer terrible harm.
- Some turn against you.
",
+ "Our Next Caller: When a team member hosts a call-in show, they may investigate a mystery by talking to callers.": "Our Next Caller: When a team member hosts a call-in show, they may investigate a mystery by talking to callers.",
+ "A Word from Our Sponsors: When a team member stalls for time, they automatically stop anyone (or anything) who can understand them for several seconds. After that, the listener may return to whatever they were doing.": "A Word from Our Sponsors: When a team member stalls for time, they automatically stop anyone (or anything) who can understand them for several seconds. After that, the listener may return to whatever they were doing.",
+ "Live from the Dog Park: The hunters have +1 ongoing to act under pressure when you broadcast from the middle of the mystery’s danger.": "Live from the Dog Park: The hunters have +1 ongoing to act under pressure when you broadcast from the middle of the mystery’s danger.",
+ "Scientific Method: When the team investigates a mystery, they can ask one of the following questions in addition to the usual result: “Which of our ideas is wrong?” or “What weird energies or materials are present?”": "Scientific Method: When the team investigates a mystery, they can ask one of the following questions in addition to the usual result: “Which of our ideas is wrong?” or “What weird energies or materials are present?”",
+ "Trial and Error: When a team member rolls a 10+ on kick some ass or protect someone, you can choose to ask a question from investigate a mystery in addition to your normal option.": "Trial and Error: When a team member rolls a 10+ on kick some ass or protect someone, you can choose to ask a question from investigate a mystery in addition to your normal option.",
+ "Repurpose Old Junk: Once per session, ignore all but one requirement for weird science or any similar move.": "Repurpose Old Junk: Once per session, ignore all but one requirement for weird science or any similar move.",
+ "Pattern Recognition: Once per session, after a team member successfully reads a bad situation, they may ask “How do I ensure or prevent [thing] happening?”": "Pattern Recognition: Once per session, after a team member successfully reads a bad situation, they may ask “How do I ensure or prevent [thing] happening?”",
+ "Button Mashing: When presented with technology beyond your experience, work together to study it. Each team member who helps out gets +1 forward.": "Button Mashing: When presented with technology beyond your experience, work together to study it. Each team member who helps out gets +1 forward.",
+ "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.",
"Scattered, but Not Lost: Once per mystery, each of you can try to reach your lost potential. Roll +Cool. On a 10+, choose one of your lost improvements and apply it to you until the end of the mystery. On a 7–9, only apply it until you use it once. On a miss, for the current mystery, take -1 forward each time having this advancement would help you.": "Scattered, but Not Lost: Once per mystery, each of you can try to reach your lost potential. Roll +Cool. On a 10+, choose one of your lost improvements and apply it to you until the end of the mystery. On a 7–9, only apply it until you use it once. On a miss, for the current mystery, take -1 forward each time having this advancement would help you.",
"Beginner’s Luck: Each hunter on the team regains 1 spent Luck point.": "Beginner’s Luck: Each hunter on the team regains 1 spent Luck point.",
"Living Legends: You get +1 ongoing to manipulating bystanders and minions who know you as monster hunters and don’t know you’ve lost your powers. You can also manipulate monsters in this situation, but without +1 ongoing.": "Living Legends: You get +1 ongoing to manipulating bystanders and minions who know you as monster hunters and don’t know you’ve lost your powers. You can also manipulate monsters in this situation, but without +1 ongoing.",
"Good to Be Back: Each time any hunter regains one of their lost improvements, they hold 3 till the end of the next mystery. They can spend those holds to get +1 forward to any move.": "Good to Be Back: Each time any hunter regains one of their lost improvements, they hold 3 till the end of the next mystery. They can spend those holds to get +1 forward to any move.",
"A Flash of Memory: One of you regains one of the lost improvements. For every team improvement you have already marked, or will mark in the future, another one of you regains one of the lost improvements. If you regain all your lost improvements via big magic or other means, you can gain other improvements in place of ones regained with this move.": "A Flash of Memory: One of you regains one of the lost improvements. For every team improvement you have already marked, or will mark in the future, another one of you regains one of the lost improvements. If you regain all your lost improvements via big magic or other means, you can gain other improvements in place of ones regained with this move.",
- "Desperate Determination: Each mystery, the first and second time a hunter becomes unstable or spends Luck, each of you holds 1. You can spend this hold to get +1 forward to any move until the end of the current mystery.": "Desperate Determination: Each mystery, the first and second time a hunter becomes unstable or spends Luck, each of you holds 1. You can spend this hold to get +1 forward to any move until the end of the current mystery.",
- "Doomed Again: When you investigate a mystery or read a bad situation about something that reminds you of how your world ended, you can automatically get 2 more holds, regardless of the move result, but if you do, the trauma of your memories gives you -1 ongoing to act under pressure until you have a chance to rest and decompress.": "Doomed Again: When you investigate a mystery or read a bad situation about something that reminds you of how your world ended, you can automatically get 2 more holds, regardless of the move result, but if you do, the trauma of your memories gives you -1 ongoing to act under pressure until you have a chance to rest and decompress.",
- "Recount the Apocalypse: Telling the story of how your world ended, or how this one will probably end, counts as the reason for people to do what you ask when you manipulate them.": "Recount the Apocalypse: Telling the story of how your world ended, or how this one will probably end, counts as the reason for people to do what you ask when you manipulate them.",
- "Survived the End: Each of you can, once per mystery, reduce the suffered harm by 2 if suffered harm would take you to dying.": "Survived the End: Each of you can, once per mystery, reduce the suffered harm by 2 if suffered harm would take you to dying.",
- "Branded by Destruction: Once per mystery, each of you can open yourself up to the destructive power of your world’s doom. When this happens, hold 3 and spend 1 each time you deal or take harm. This harm is raised by 1, both for dealing and suffering it.": "Branded by Destruction: Once per mystery, each of you can open yourself up to the destructive power of your world’s doom. When this happens, hold 3 and spend 1 each time you deal or take harm. This harm is raised by 1, both for dealing and suffering it.",
- "Contact List: Whenever you’re not sure what to check out next, ask the Keeper. They’ll provide you with a lead (usually a person or place) that your initial research suggested might hold useful information. Keeper: make the lead a useful one (even if just to help rule out a certain hypothesis).": "Contact List: Whenever you’re not sure what to check out next, ask the Keeper. They’ll provide you with a lead (usually a person or place) that your initial research suggested might hold useful information. Keeper: make the lead a useful one (even if just to help rule out a certain hypothesis).",
- "Focus of Attention: When the whole team sets up in one place to investigate, interview, or record in the course of their investigations, everyone nearby is drawn in. The Keeper will have bystanders, monsters, and minions approach to see what’s happening, and maybe get involved (for better or worse).": "Focus of Attention: When the whole team sets up in one place to investigate, interview, or record in the course of their investigations, everyone nearby is drawn in. The Keeper will have bystanders, monsters, and minions approach to see what’s happening, and maybe get involved (for better or worse).",
- "Crowdsourced “Facts”: When you call for your fans and followers for news and rumours about the current mystery, wait a while for responses to appear. The Keeper gives you some rumours: they may be true, false, or irrelevant. Then get +2 hold the next time a team member investigates a mystery.": "Crowdsourced “Facts”: When you call for your fans and followers for news and rumours about the current mystery, wait a while for responses to appear. The Keeper gives you some rumours: they may be true, false, or irrelevant. Then get +2 hold the next time a team member investigates a mystery.",
- "Power of Celebrity: At least one bystander per mystery is one of your fans. They will be eager to get involved—no guarantees about them actually being useful. Keeper: each mystery, create the fan as a bystander by default. If you’re feeling generous, make them an ally. Optionally, add an additional monster or minion fan.": "Power of Celebrity: At least one bystander per mystery is one of your fans. They will be eager to get involved—no guarantees about them actually being useful. Keeper: each mystery, create the fan as a bystander by default. If you’re feeling generous, make them an ally. Optionally, add an additional monster or minion fan.",
- "“That was a lucky escape!”: When you are recording a team member or bystander and they’re in danger from a monster, phenomenon, or minion, any team member may roll +Weird for a lucky break.On a 10+, the danger instead hits something inanimate but important nearby. It is destroyed in a very loud and attention-grabbing way (explodes, bursts into flame, etc.).On a 7–9, the lucky break is a bit less lucky—the hunter who rolled suffers half the danger.On a 6 or less, it’s actually much worse than it looked.": "“That was a lucky escape!”: When you are recording a team member or bystander and they’re in danger from a monster, phenomenon, or minion, any team member may roll +Weird for a lucky break.- On a 10+, the danger instead hits something inanimate but important nearby. It is destroyed in a very loud and attention-grabbing way (explodes, bursts into flame, etc.).
- On a 7–9, the lucky break is a bit less lucky—the hunter who rolled suffers half the danger.
- On a 6 or less, it’s actually much worse than it looked.
",
- "Journal Archive: The family archives store the notes and discoveries of many hunters. Decide if your archives are broad or specialised. Each hunter on the team gains an extra hold on their first investigate move each mystery—as long as the archives apply. A specialised archive applies in cases when the family has encountered this individual monster or phenomenon before, and a broad archive applies when the family has encountered the type of monster or phenomenon.": "Journal Archive: The family archives store the notes and discoveries of many hunters. Decide if your archives are broad or specialised. Each hunter on the team gains an extra hold on their first investigate move each mystery—as long as the archives apply. A specialised archive applies in cases when the family has encountered this individual monster or phenomenon before, and a broad archive applies when the family has encountered the type of monster or phenomenon.",
- "Thicker than Water: There’s a big magic ritual known to your lineage that any hunter may use. It takes a minute or so to cast, and the caster suffers 4-harm that may not be mitigated in any way. Every other member of the team instantly heals 3-harm (and becomes stable if they were not).": "Thicker than Water: There’s a big magic ritual known to your lineage that any hunter may use. It takes a minute or so to cast, and the caster suffers 4-harm that may not be mitigated in any way. Every other member of the team instantly heals 3-harm (and becomes stable if they were not).",
- "A Kind of Fame: Your family’s reputation has got around beyond the monster hunter community. When you meet a bystander who has an interest in or connection to the weird side of the world, or had previous encounters with monsters and monster hunters, there’s a good chance they’ll know of your family. They’re likely to trust you.": "A Kind of Fame: Your family’s reputation has got around beyond the monster hunter community. When you meet a bystander who has an interest in or connection to the weird side of the world, or had previous encounters with monsters and monster hunters, there’s a good chance they’ll know of your family. They’re likely to trust you.",
- "Monster Punchers: Each team member gains one extra harm box (prior to unstable.)": "Monster Punchers: Each team member gains one extra harm box (prior to unstable.)",
- "Those Hard Conversations: When two team members have a private conversation about a difficult issue and one or both open up emotionally, both hunters may clear 1-harm and take +1 forward. If one shuts the conversation down, both hunters just take +1 forward.": "Those Hard Conversations: When two team members have a private conversation about a difficult issue and one or both open up emotionally, both hunters may clear 1-harm and take +1 forward. If one shuts the conversation down, both hunters just take +1 forward.",
+ "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.",
+ "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.",
+ "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.",
+ "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.",
+ "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.",
+ "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.",
+ "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.",
+ "Thanks for the Rating: Mark one team experience when the customer is satisfied. Also, each Hunter takes +1 forward whenever a customer makes the situation worse in some way.": "Thanks for the Rating: Mark one team experience when the customer is satisfied. Also, each Hunter takes +1 forward whenever a customer makes the situation worse in some way.",
+ "Chekhov’s Incident: At the beginning of each mystery, players can suggest what went wrong in an off-screen case (“incidents”), then roll +“incidents”. On a 10+, once per mystery, a team member may use a Luck without marking one off. On a 7–9, each hunter can get +1 forward during the mystery. On a miss, something from that case causes problems in this one. The Keeper tracks incidents to bring up threads in this or future mysteries.": "Chekhov’s Incident: At the beginning of each mystery, players can suggest what went wrong in an off-screen case (“incidents”), then roll +“incidents”. On a 10+, once per mystery, a team member may use a Luck without marking one off. On a 7–9, each hunter can get +1 forward during the mystery. On a miss, something from that case causes problems in this one. The Keeper tracks incidents to bring up threads in this or future mysteries.",
+ "Substitutions: Based on past experiences with making do, once per session, each team member may suggest a substitution for a normal requirement for a basic Weird move or big magic.": "Substitutions: Based on past experiences with making do, once per session, each team member may suggest a substitution for a normal requirement for a basic Weird move or big magic.",
+ "Double Booked: When the team reaches out to other hunting teams, they can roll +Charm. On a 7+, they secure reinforcements or information. On a 7–9, they’ll take a hit to either pay or reputation. On a miss, the team they reach out to is unable to help or tries to steal the job.": "Double Booked: When the team reaches out to other hunting teams, they can roll +Charm. On a 7+, they secure reinforcements or information. On a 7–9, they’ll take a hit to either pay or reputation. On a miss, the team they reach out to is unable to help or tries to steal the job.",
+ "Back Channel: You know someone in the central office. When you take a job, they’ll let you know any details the bosses or algorithm concealed about the situation.": "Back Channel: You know someone in the central office. When you take a job, they’ll let you know any details the bosses or algorithm concealed about the situation.",
"Fun Now, Questions Later: When you throw yourself into a dangerous situation, taking all risks and oncomers, take +1 forward.": "Fun Now, Questions Later: When you throw yourself into a dangerous situation, taking all risks and oncomers, take +1 forward.",
"Parasocial Relationship: When you stream a part of your investigation online, one of you can ask either “Has anyone seen anything weird in the area?” or “Who’s got a theory?” When you act on the answers, you get +1 ongoing.": "Parasocial Relationship: When you stream a part of your investigation online, one of you can ask either “Has anyone seen anything weird in the area?” or “Who’s got a theory?” When you act on the answers, you get +1 ongoing.",
"You Can’t Touch This: Once per mystery, each of you can negate harm you just received. Describe the impressive stunt you pulled off to do so.": "You Can’t Touch This: Once per mystery, each of you can negate harm you just received. Describe the impressive stunt you pulled off to do so.",
"Pact with Death Itself: One day, Death will truly claim you. But until then, enjoy this borrowed time. When you pick this move, it replaces the Resurrection special move. When one of you is slain, you can always return to life whenever you wish. When you do, choose one:Death gives you a difficult task. If it’s not completed to Death’s satisfaction before the end of the next mystery, Death will take its due instead.Death will see through your eyes and feel through your body until they experience something truly unique.Death will take an aspect of your soul—describe how you are forever changed.": "Pact with Death Itself: One day, Death will truly claim you. But until then, enjoy this borrowed time. When you pick this move, it replaces the Resurrection special move. When one of you is slain, you can always return to life whenever you wish. When you do, choose one:- Death gives you a difficult task. If it’s not completed to Death’s satisfaction before the end of the next mystery, Death will take its due instead.
- Death will see through your eyes and feel through your body until they experience something truly unique.
- Death will take an aspect of your soul—describe how you are forever changed.
",
"Viral Personality: Every once in a while, someone catches your dare and panache on video. There’s always plausible deniability that the monster you fought was really good CGI. When you describe a viral video and say you’re the same group in the video, it works as a reason for people to do as you ask when you manipulate someone.": "Viral Personality: Every once in a while, someone catches your dare and panache on video. There’s always plausible deniability that the monster you fought was really good CGI. When you describe a viral video and say you’re the same group in the video, it works as a reason for people to do as you ask when you manipulate someone.",
+ "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.",
+ "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.",
"Assets": "Assets",
"Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)",
+ "Two Boxes?": "Two Boxes?",
+ "No": "No",
+ "Yes": "Yes",
"Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.",
"Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.",
"R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).",
@@ -2389,7 +2704,7 @@
"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.",
- "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.",
+ "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.",
"Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.",
"Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.",
"Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.",
@@ -2508,6 +2823,89 @@
"PR Team: When you go a little too far in searching for the thrill, you have a group of experts who can cover up regular mistakes and provide a temporary distraction.": "PR Team: When you go a little too far in searching for the thrill, you have a group of experts who can cover up regular mistakes and provide a temporary distraction.",
"Small Convention: With enough lead time, your team can set up a minor gathering to attract hunters in the area. There’s always an appropriate cover story, and you’re likely to meet at least one famous hunter willing to share their wisdom.": "Small Convention: With enough lead time, your team can set up a minor gathering to attract hunters in the area. There’s always an appropriate cover story, and you’re likely to meet at least one famous hunter willing to share their wisdom.",
"Coordinated Fashion: You have several looks as a team that cover a wide spectrum. From disguises that will help you blend in and disappear, to cutting-edge couture looks that will draw every eye.": "Coordinated Fashion: You have several looks as a team that cover a wide spectrum. From disguises that will help you blend in and disappear, to cutting-edge couture looks that will draw every eye.",
+ "Mobile Base: A large vehicle that can carry most of your gear and some of their facilities. Perhaps an RV, 18-wheeler, or a yacht.": "Mobile Base: A large vehicle that can carry most of your gear and some of their facilities. Perhaps an RV, 18-wheeler, or a yacht.",
+ "Smuggler Connections: Smuggler contacts who can get things across borders undisturbed. They can tell you about other illicit transportations they’ve heard about, too.": "Smuggler Connections: Smuggler contacts who can get things across borders undisturbed. They can tell you about other illicit transportations they’ve heard about, too.",
+ "Approved Artifacts: Access to supernatural devices and artifacts that have been found safe for use. Create two pieces of gear with moderate powers, or one with a major power, with the Keeper’s agreement.": "Approved Artifacts: Access to supernatural devices and artifacts that have been found safe for use. Create two pieces of gear with moderate powers, or one with a major power, with the Keeper’s agreement.",
+ "Transportation: Each team member has transportation of their own—a car, motorcycle, or bicycle.": "Transportation: Each team member has transportation of their own—a car, motorcycle, or bicycle.",
+ "Halls of Academia: Strong connections to scholars, who can provide information on myths or last sightings of long-lost treasures.": "Halls of Academia: Strong connections to scholars, who can provide information on myths or last sightings of long-lost treasures.",
+ "Vault: For artifacts you can’t trust in anybody’s hands and don’t know how to destroy, you have a secure vault that keeps them secure and neutralises their powers within.": "Vault: For artifacts you can’t trust in anybody’s hands and don’t know how to destroy, you have a secure vault that keeps them secure and neutralises their powers within.",
+ "Headquarters: A headquarters where you can store all your gear and have places to live if need be.": "Headquarters: A headquarters where you can store all your gear and have places to live if need be.",
+ "Front Business: A humble business the team operates, diverting most casual inspection.": "Front Business: A humble business the team operates, diverting most casual inspection.",
+ "Official Connections: Back-door connections with public authorities. As long as you don’t get too loud, you can get some help from that direction.": "Official Connections: Back-door connections with public authorities. As long as you don’t get too loud, you can get some help from that direction.",
+ "Headquarters: A secure location to hold your gear and ritual spaces. There’s also places to rest in a pinch.": "Headquarters: A secure location to hold your gear and ritual spaces. There’s also places to rest in a pinch.",
+ "Sanctuaries: Each team member has access to a private space that is theirs alone. This can be part of a headquarters or separate locations.": "Sanctuaries: Each team member has access to a private space that is theirs alone. This can be part of a headquarters or separate locations.",
+ "Scrying Device: Access to a powerful divination artifact, such as a sacred pool granting visions or a magic mirror.": "Scrying Device: Access to a powerful divination artifact, such as a sacred pool granting visions or a magic mirror.",
+ "Wards and Barriers: Sanctuaries and Headquarters are permanently protected with supernatural alarms and barriers, and members get +1 ongoing when placing similar protections elsewhere.": "Wards and Barriers: Sanctuaries and Headquarters are permanently protected with supernatural alarms and barriers, and members get +1 ongoing when placing similar protections elsewhere.",
+ "Archive: A large collection of tales of supernatural problems from the past. After consulting the library, take +1 forward to investigate a mystery.": "Archive: A large collection of tales of supernatural problems from the past. After consulting the library, take +1 forward to investigate a mystery.",
+ "Armoury: A small collection of mundane arms and armour, modern and ancient.": "Armoury: A small collection of mundane arms and armour, modern and ancient.",
+ "Leyline Map: An enchanted map showing the arrangement of magical forces in your region.": "Leyline Map: An enchanted map showing the arrangement of magical forces in your region.",
+ "Ritual Cupboard: Storage for ingredients frequently used in spells. Each team member, once per mystery, may find one spell ingredient here.": "Ritual Cupboard: Storage for ingredients frequently used in spells. Each team member, once per mystery, may find one spell ingredient here.",
+ "Caches: You have created several hidden locations that contain useful resources. Once per mystery, each team member may acquire one piece of equipment or resource.": "Caches: You have created several hidden locations that contain useful resources. Once per mystery, each team member may acquire one piece of equipment or resource.",
+ "Bolt-Hole: You have bolt-holes set up around the place. They will keep you hidden but aren’t comfortable.": "Bolt-Hole: You have bolt-holes set up around the place. They will keep you hidden but aren’t comfortable.",
+ "Headquarters: You have established a headquarters that serves as a good fallback point. It is stationary, hidden, and large enough to hold your gear and other assets.": "Headquarters: You have established a headquarters that serves as a good fallback point. It is stationary, hidden, and large enough to hold your gear and other assets.",
+ "Under the Table: The team has found a number of ways to fund their ongoing existence. You have plenty of money, but hunters may have to work a few hours now and then to keep it coming in.": "Under the Table: The team has found a number of ways to fund their ongoing existence. You have plenty of money, but hunters may have to work a few hours now and then to keep it coming in.",
+ "Improvised Clinic: The team has access to a paramedic truck or ambulance complete with advanced first aid equipment. It is resupplied between each mystery.": "Improvised Clinic: The team has access to a paramedic truck or ambulance complete with advanced first aid equipment. It is resupplied between each mystery.",
+ "Armoury: A collection of weapons and gear that can be drawn upon in a pinch.": "Armoury: A collection of weapons and gear that can be drawn upon in a pinch.",
+ "Transportation: Each team member has or can find reliable transportation at the start of each mystery. A car, van, motorcycle, or bicycle.": "Transportation: Each team member has or can find reliable transportation at the start of each mystery. A car, van, motorcycle, or bicycle.",
+ "Mobile Base: A large vehicle that allows you to carry your gear and stashes from place to place. In a pinch, it can serve as a living space.": "Mobile Base: A large vehicle that allows you to carry your gear and stashes from place to place. In a pinch, it can serve as a living space.",
+ " Normality Wardings: Amulets for each of you that make you appear to be a normal human under casual inspection. They alter your appearance to look human, make you register as human to magic, and can fool scientific tests. However, they won’t hold up against determined and specific attempts to detect your nature.": " Normality Wardings: Amulets for each of you that make you appear to be a normal human under casual inspection. They alter your appearance to look human, make you register as human to magic, and can fool scientific tests. However, they won’t hold up against determined and specific attempts to detect your nature.",
+ "Disguises: Disguises and makeup kits.": "Disguises: Disguises and makeup kits.",
+ "Self-Management Setup: Each team member may select an asset to help manage their curse, such as regular blood bank access for a vampire, a place to securely wait out the full moon for a werewolf, or a magical item to manifest solidly for a ghost. These primarily help you in normal life, rather than during a mystery.": "Self-Management Setup: Each team member may select an asset to help manage their curse, such as regular blood bank access for a vampire, a place to securely wait out the full moon for a werewolf, or a magical item to manifest solidly for a ghost. These primarily help you in normal life, rather than during a mystery.",
+ "Map of the Moonlight Pathways: This map allows you to enter and travel via mystical routes, quickly moving outside the normal world. The pathways may only be entered or exited where the moon is visible.": "Map of the Moonlight Pathways: This map allows you to enter and travel via mystical routes, quickly moving outside the normal world. The pathways may only be entered or exited where the moon is visible.",
+ "You start with one asset in addition to your Infirmary.": "You start with one asset in addition to your Infirmary.",
+ "Infirmary: Access to a full, professional medical facility.": "Infirmary: Access to a full, professional medical facility.",
+ "Ambulance Fleet: Access to ambulances. Use these with the sirens on when you need to get to an emergency, and there’s plenty of medical supplies in each.": "Ambulance Fleet: Access to ambulances. Use these with the sirens on when you need to get to an emergency, and there’s plenty of medical supplies in each.",
+ "Cutting-Edge Diagnostics: Access to test labs, providing results quicker than sending them out for analysis.": "Cutting-Edge Diagnostics: Access to test labs, providing results quicker than sending them out for analysis.",
+ "Medical Database: Access to the national medical database. Includes details of unusual cases and individual medical histories.": "Medical Database: Access to the national medical database. Includes details of unusual cases and individual medical histories.",
+ "Local Support: The hunters and their facility have a good reputation with the local community and can depend on support from them.": "Local Support: The hunters and their facility have a good reputation with the local community and can depend on support from them.",
+ "Housing: The hunters all have comfortable houses or condos to live in.": "Housing: The hunters all have comfortable houses or condos to live in.",
+ "Individual Transport: Each hunter has a quality car, truck, or motorcycle.": "Individual Transport: Each hunter has a quality car, truck, or motorcycle.",
+ "Experimental Medicine: The facility has access to a lot of new procedures approved for volunteer or emergency use.": "Experimental Medicine: The facility has access to a lot of new procedures approved for volunteer or emergency use.",
+ "Funding: The facility gets a lot of money coming in.": "Funding: The facility gets a lot of money coming in.",
+ "Tutorial Focus: The team has access to a collection of how-to texts, a crystal ball, recording device, or some other source of information to learn about advanced applications of their powers. It’s not as good as a skilled teacher, but it’s better than a bad one.": "Tutorial Focus: The team has access to a collection of how-to texts, a crystal ball, recording device, or some other source of information to learn about advanced applications of their powers. It’s not as good as a skilled teacher, but it’s better than a bad one.",
+ "Housing: Each member of the team has some form of reasonably comfortable living situation.": "Housing: Each member of the team has some form of reasonably comfortable living situation.",
+ "Magical Hangout: A local business (perhaps a bar, library, arcade, or cafe) is more than it appears. You’re welcome there and can find advice or temporary sanctuary.": "Magical Hangout: A local business (perhaps a bar, library, arcade, or cafe) is more than it appears. You’re welcome there and can find advice or temporary sanctuary.",
+ "Supernatural Communications: Magical devices allow you to talk to each other remotely. By default, they’re magical earrings, but pick a different form if you prefer.": "Supernatural Communications: Magical devices allow you to talk to each other remotely. By default, they’re magical earrings, but pick a different form if you prefer.",
+ "Ritual Ingredients: You have a selection of materials that can be used for a number of different rituals. This can fill in for one requirement whenever you use magic or perform big magic.": "Ritual Ingredients: You have a selection of materials that can be used for a number of different rituals. This can fill in for one requirement whenever you use magic or perform big magic.",
+ "Protective Amulets: You have acquired some magical protections. Once per session, each hunter may cancel a single magical effect placed on them.": "Protective Amulets: You have acquired some magical protections. Once per session, each hunter may cancel a single magical effect placed on them.",
+ "Transportation: Each hunter has access to some sort of transport: a car, motorcycle, flying broom, bicycle, or magic carpet.": "Transportation: Each hunter has access to some sort of transport: a car, motorcycle, flying broom, bicycle, or magic carpet.",
+ "The Spirit-Web: You have discovered a thriving internet presence consisting of supernaturals and people in the know.": "The Spirit-Web: You have discovered a thriving internet presence consisting of supernaturals and people in the know.",
+ "Clubhouse: You have established a private location where the team can get together, keep your hunter gear, and relax out of the public eye.": "Clubhouse: You have established a private location where the team can get together, keep your hunter gear, and relax out of the public eye.",
+ "You start with one asset in addition to The Station.": "You start with one asset in addition to The Station.",
+ "The Station: The team has all the facilities necessary to record and broadcast. The local community has collectively decided you’re who to call about weird stuff.": "The Station: The team has all the facilities necessary to record and broadcast. The local community has collectively decided you’re who to call about weird stuff.",
+ "Headquarters: Whether it’s an extension to the studio or a separate building, the team has established a headquarters to store all their hunting gear, along with some places to crash and administer basic first aid.": "Headquarters: Whether it’s an extension to the studio or a separate building, the team has established a headquarters to store all their hunting gear, along with some places to crash and administer basic first aid.",
+ "Tight Security: The team’s facilities are all hardened to block mundane attempts at intrusion and slow down supernatural or high-tech infiltrators.": "Tight Security: The team’s facilities are all hardened to block mundane attempts at intrusion and slow down supernatural or high-tech infiltrators.",
+ "Station Archives: The team has access to an archive of old supernatural reports and cases. They’re useful more often than you’d expect.": "Station Archives: The team has access to an archive of old supernatural reports and cases. They’re useful more often than you’d expect.",
+ "Housing: Each team member gets modest but comfortable housing. Two or more hunters may share a nicer place.": "Housing: Each team member gets modest but comfortable housing. Two or more hunters may share a nicer place.",
+ "Signal Boosters: With cutting-edge gear, the station’s signal reaches through any interference.": "Signal Boosters: With cutting-edge gear, the station’s signal reaches through any interference.",
+ "Paranatural Boosters: Your communication will even carry on into other worlds, as long as there’s a portal open.": "Paranatural Boosters: Your communication will even carry on into other worlds, as long as there’s a portal open.",
+ "Station Vans: The team has a fleet of liveried vehicles. Sometimes this provides a little clout and authenticity.": "Station Vans: The team has a fleet of liveried vehicles. Sometimes this provides a little clout and authenticity.",
+ "Helicopter: The team has a helicopter. Officially for reporting on traffic, it may double as a search and rescue vehicle.": "Helicopter: The team has a helicopter. Officially for reporting on traffic, it may double as a search and rescue vehicle.",
+ "Shelter: The station can act as a disaster shelter in the case of natural (or unnatural) disasters. It has supplies for a few days for a few dozen people.": "Shelter: The station can act as a disaster shelter in the case of natural (or unnatural) disasters. It has supplies for a few days for a few dozen people.",
+ "You start with one asset in addition to The Lab.": "You start with one asset in addition to The Lab.",
+ "The Lab: You have a well-stocked and extensive laboratory complex that can be used for weird science and high-tech big magic, and has space for all your gear and instruments. There’s even some crash space for when you need to pull an all-nighter.": "The Lab: You have a well-stocked and extensive laboratory complex that can be used for weird science and high-tech big magic, and has space for all your gear and instruments. There’s even some crash space for when you need to pull an all-nighter.",
+ "Sensor Array: Instruments allowing you to keep track of weird phenomena in the area.": "Sensor Array: Instruments allowing you to keep track of weird phenomena in the area.",
+ "Cutting-Edge Analysis: Access to any current device (no matter how expensive).": "Cutting-Edge Analysis: Access to any current device (no matter how expensive).",
+ "Manufacturing Bays: A blend of 3D printers and old-school assembly lines. You can build any test device or prototype you want (but no mass production).": "Manufacturing Bays: A blend of 3D printers and old-school assembly lines. You can build any test device or prototype you want (but no mass production).",
+ "Medical Bay: You have high-tech medical facilities equivalent to staying in a hospital.": "Medical Bay: You have high-tech medical facilities equivalent to staying in a hospital.",
+ "Unobtanium: You have access to a unique resource, allowing extreme science. Pick a name and use for the resource, and a research area that it helps you with. Consider all work in that area enhanced by the resource. ": "Unobtanium: You have access to a unique resource, allowing extreme science. Pick a name and use for the resource, and a research area that it helps you with. Consider all work in that area enhanced by the resource. ",
+ "Resource:": "Resource:",
+ "Area:": "Area:",
+ "More Unobtanium: Select another special resource you have access to and the research area it helps with. ": "More Unobtanium: Select another special resource you have access to and the research area it helps with. ",
+ "Even More Unobtanium: Select another special resource you have access to and the research area it helps with. ": "Even More Unobtanium: Select another special resource you have access to and the research area it helps with. ",
+ "Vehicle Bay: The lab has a small fleet of vehicles. Describe a standard sort of ground vehicle and a single air vehicle.": "Vehicle Bay: The lab has a small fleet of vehicles. Describe a standard sort of ground vehicle and a single air vehicle.",
+ "Housing: Each team member has comfortable and secure housing, either a small house or a comfortable condo. In either case, they’re loaded with tech.": "Housing: Each team member has comfortable and secure housing, either a small house or a comfortable condo. In either case, they’re loaded with tech.",
+ "Containment: The lab has facilities to keep live creatures or dangerous materials securely contained.": "Containment: The lab has facilities to keep live creatures or dangerous materials securely contained.",
+ "Never Offline: Smartphones or other devices can always connect to the app even when your phone has no bars or internet. This includes the community forum and support line.": "Never Offline: Smartphones or other devices can always connect to the app even when your phone has no bars or internet. This includes the community forum and support line.",
+ "Transportation: Each member of the team has their own method of transportation. A car, truck, motorcycle, or van.": "Transportation: Each member of the team has their own method of transportation. A car, truck, motorcycle, or van.",
+ "Mobile Base: A large vehicle set up as a field base, with room for your gear and pull-out beds.": "Mobile Base: A large vehicle set up as a field base, with room for your gear and pull-out beds.",
+ "Dimensional Positioning System: The app provides maps wherever you are: another planet, another dimension, in the past or future, whatever.": "Dimensional Positioning System: The app provides maps wherever you are: another planet, another dimension, in the past or future, whatever.",
+ "The CMS: An information database collects mystery information. It’s searchable and extensive. Unfortunately, the only oversight is other app users.": "The CMS: An information database collects mystery information. It’s searchable and extensive. Unfortunately, the only oversight is other app users.",
+ "Inventory: A big stockpile of mundane gear that might come in handy during a hunt.": "Inventory: A big stockpile of mundane gear that might come in handy during a hunt.",
+ "Arcane Inventory: A hefty collection of charms, amulets, and ritual materials that might be useful.": "Arcane Inventory: A hefty collection of charms, amulets, and ritual materials that might be useful.",
+ "Headquarters: You’ve taken over an abandoned commercial space to use as a central hub. It has room for all your gear and room to sleep.": "Headquarters: You’ve taken over an abandoned commercial space to use as a central hub. It has room for all your gear and room to sleep.",
+ "Suspicious Housing: A creepy app-sponsored dorm that gives the hunters a place to stay, but you’re certain they’re watching you.": "Suspicious Housing: A creepy app-sponsored dorm that gives the hunters a place to stay, but you’re certain they’re watching you.",
+ "Order History: The team has easy access to extensively detailed reports of any job done through the app.": "Order History: The team has easy access to extensively detailed reports of any job done through the app.",
"Improvement": "Improvement",
"At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.",
"When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:",
@@ -2601,6 +2999,44 @@
"Up the Ante: We came here to play and slay. At the end of each session, ask: “Did we make things more challenging, just for the fun of it?”": "Up the Ante: We came here to play and slay. At the end of each session, ask: “Did we make things more challenging, just for the fun of it?”",
"No Hesitation: In a monster hunter’s life, there’s no room for doubt. At the end of each session, ask: “Did we take on impossible odds, throwing caution to the wind?”": "No Hesitation: In a monster hunter’s life, there’s no room for doubt. At the end of each session, ask: “Did we take on impossible odds, throwing caution to the wind?”",
"The Biggest and the Baddest: Monsters will learn to fear us, and look for us in the shadows. At the end of each session, ask: “Did we prove that no one else is as dangerous as we are?”": "The Biggest and the Baddest: Monsters will learn to fear us, and look for us in the shadows. At the end of each session, ask: “Did we prove that no one else is as dangerous as we are?”",
+ "Vault of Curses: You’ve been collecting malevolent artifacts. At the end of each session, ask: “Did we fight the temptation to use dangerous powers?”": "Vault of Curses: You’ve been collecting malevolent artifacts. At the end of each session, ask: “Did we fight the temptation to use dangerous powers?”",
+ "Arcane Study: You recover artifacts because not enough is known about them. At the end of each session, ask: “Did we take risks to study something weird?”": "Arcane Study: You recover artifacts because not enough is known about them. At the end of each session, ask: “Did we take risks to study something weird?”",
+ "Unworthy Hands: A lot of artifacts are owned by people who shouldn’t have them. It’s your job to take them out of the hands of the selfish. At the end of each session, ask: “Did we correct a wrongdoing?”": "Unworthy Hands: A lot of artifacts are owned by people who shouldn’t have them. It’s your job to take them out of the hands of the selfish. At the end of each session, ask: “Did we correct a wrongdoing?”",
+ "Safe Storage: Powerful items should be locked away in your vaults, whatever the current owners think. At the end of each session, ask: “Did we lock away something that is too dangerous for the world?”": "Safe Storage: Powerful items should be locked away in your vaults, whatever the current owners think. At the end of each session, ask: “Did we lock away something that is too dangerous for the world?”",
+ "My Precious: You (or your boss) have a collection of mystical artifacts and want more. At the end of each session, ask: “Did we plan and pull off a mystical heist?”": "My Precious: You (or your boss) have a collection of mystical artifacts and want more. At the end of each session, ask: “Did we plan and pull off a mystical heist?”",
+ "Villains to Heroes: You’ve turned from evil to start a new life. At the end of each session, ask: “Did we atone for a past wrongdoing we caused?”": "Villains to Heroes: You’ve turned from evil to start a new life. At the end of each session, ask: “Did we atone for a past wrongdoing we caused?”",
+ "Superheroes with Fangs: You made an oath to use your powers only for good. Detail what the oath requires. At the end of each session, ask: “Did we hold true to our oath?”": "Superheroes with Fangs: You made an oath to use your powers only for good. Detail what the oath requires. At the end of each session, ask: “Did we hold true to our oath?”",
+ "Forgotten History: You discovered that your coven was originally created to protect, but something went wrong along the way. At the end of each session, ask: “Did we dig into our forgotten past?”": "Forgotten History: You discovered that your coven was originally created to protect, but something went wrong along the way. At the end of each session, ask: “Did we dig into our forgotten past?”",
+ "Ulterior Motives: Protecting people benefits you, but there’s always something more. What do you gain by stopping other monsters? At the end of each session, ask: “Did we profit from ending this threat?”": "Ulterior Motives: Protecting people benefits you, but there’s always something more. What do you gain by stopping other monsters? At the end of each session, ask: “Did we profit from ending this threat?”",
+ "Hostile Acquisition: The lab you were part of originally was run ethically and with consideration, until new management took over. At the end of each session, ask: “Did we call out treachery or loyalty?”": "Hostile Acquisition: The lab you were part of originally was run ethically and with consideration, until new management took over. At the end of each session, ask: “Did we call out treachery or loyalty?”",
+ "Scales from the Eyes: You were volunteers and true believers, but something opened your eyes. At the end of each session, ask: “Did we unveil a harmful deception?”": "Scales from the Eyes: You were volunteers and true believers, but something opened your eyes. At the end of each session, ask: “Did we unveil a harmful deception?”",
+ "Never Asked For This: You had no choice, it was participate or die. At the end of each session, ask: “Did we fight back against oppression?”": "Never Asked For This: You had no choice, it was participate or die. At the end of each session, ask: “Did we fight back against oppression?”",
+ "Walk the Line: You all have to fight against what your instincts want to unleash to be good. At the end of each session, ask: “Did we struggle with temptations from the evil side of our natures?”": "Walk the Line: You all have to fight against what your instincts want to unleash to be good. At the end of each session, ask: “Did we struggle with temptations from the evil side of our natures?”",
+ "Outcasts: Humans don’t trust or like you, even as you fight for them. At the end of each session, ask: “Did we help people who were suspicious of, or feared, our natures?”": "Outcasts: Humans don’t trust or like you, even as you fight for them. At the end of each session, ask: “Did we help people who were suspicious of, or feared, our natures?”",
+ "Being Human: You just want to have a regular life. At the end of each session, ask: “Did dealing with the supernatural complicate our normal relationships with family, friends, or each other?”": "Being Human: You just want to have a regular life. At the end of each session, ask: “Did dealing with the supernatural complicate our normal relationships with family, friends, or each other?”",
+ "On the Inside: You are working for good while trying to stay part of the supernatural or monster world. At the end of each session ask: “Did we hide our involvement in foiling the plans of monsters we pretend to be allied with?”": "On the Inside: You are working for good while trying to stay part of the supernatural or monster world. At the end of each session ask: “Did we hide our involvement in foiling the plans of monsters we pretend to be allied with?”",
+ "Morgue: Corpses come through day in and day out. Some are a bit on the weird side. At the end of each session, ask: “Did we respectfully deal with the remains and bystanders involved?”": "Morgue: Corpses come through day in and day out. Some are a bit on the weird side. At the end of each session, ask: “Did we respectfully deal with the remains and bystanders involved?”",
+ "All-Hours Clinic: You work out of a local clinic for walk-ins. At the end of each session, ask: “Did we help someone who was overlooked by the system?”": "All-Hours Clinic: You work out of a local clinic for walk-ins. At the end of each session, ask: “Did we help someone who was overlooked by the system?”",
+ "General Practitioner: You’re a general practice dealing mostly in common ailments and the long-term health of your everyday patients. At the end of each session, ask: “Did we successfully balance our monster hunting with the obligations of our practice?”": "General Practitioner: You’re a general practice dealing mostly in common ailments and the long-term health of your everyday patients. At the end of each session, ask: “Did we successfully balance our monster hunting with the obligations of our practice?”",
+ "Hospital: A large hospital with an emergency room and urgent care facilities. At the end of each session, ask: “Did we deal with bureaucracy and the concerns of the administrators?”": "Hospital: A large hospital with an emergency room and urgent care facilities. At the end of each session, ask: “Did we deal with bureaucracy and the concerns of the administrators?”",
+ "Medical School: You’re teachers and students at a medical school. At the end of each session, ask: “Were we able to find some logic behind the nature of the strange beings we’ve encountered?”": "Medical School: You’re teachers and students at a medical school. At the end of each session, ask: “Were we able to find some logic behind the nature of the strange beings we’ve encountered?”",
+ "Life, Interrupted: Your routines are constantly messed up by crisis after crisis. At the end of each session, ask: “Were we able to enjoy some normal life?”": "Life, Interrupted: Your routines are constantly messed up by crisis after crisis. At the end of each session, ask: “Were we able to enjoy some normal life?”",
+ "Playtime’s Over: You’ve had it easy so far, but now something dangerous is on the horizon. At the end of each session, ask: “How did we adapt to or help prevent the coming evil?”": "Playtime’s Over: You’ve had it easy so far, but now something dangerous is on the horizon. At the end of each session, ask: “How did we adapt to or help prevent the coming evil?”",
+ "A Calling: Your powers and skills could help people, and now it’s time. At the end of each session, ask: “Did we become better defenders of the innocent?”": "A Calling: Your powers and skills could help people, and now it’s time. At the end of each session, ask: “Did we become better defenders of the innocent?”",
+ "Fitting In: You want to be accepted for what you are. At the end of each session, ask: “Did we improve the reputation of supernatural people?”": "Fitting In: You want to be accepted for what you are. At the end of each session, ask: “Did we improve the reputation of supernatural people?”",
+ "Hush: Supernatural society must be kept secret, even as you solve mysteries. At the end of each session, ask: “Did we keep the secret from getting out?”": "Hush: Supernatural society must be kept secret, even as you solve mysteries. At the end of each session, ask: “Did we keep the secret from getting out?”",
+ "Casual Absurdity: The weird and bizarre are an almost daily occurrence in the day-to-day life of your community. At the end of each session, ask: “Did we face the strange with hilarious calm?”": "Casual Absurdity: The weird and bizarre are an almost daily occurrence in the day-to-day life of your community. At the end of each session, ask: “Did we face the strange with hilarious calm?”",
+ "Shock and Terror: Every time you convince yourself it’s the last time, and then the next call comes in and the terror starts again. At the end of each session, ask: “Did we face horror and persevere?”": "Shock and Terror: Every time you convince yourself it’s the last time, and then the next call comes in and the terror starts again. At the end of each session, ask: “Did we face horror and persevere?”",
+ "Exuberance: It’s always an exciting time at the station as the calls come in and it’s time to be a superhero. At the end of each session, ask: “Did we have fun while heroically saving the day?”": "Exuberance: It’s always an exciting time at the station as the calls come in and it’s time to be a superhero. At the end of each session, ask: “Did we have fun while heroically saving the day?”",
+ "Middle of Nowhere: There’s nothing around you but a small town and weird stuff going on. At the end of each session, ask: “Did we stop a threat from spreading beyond the town?”": "Middle of Nowhere: There’s nothing around you but a small town and weird stuff going on. At the end of each session, ask: “Did we stop a threat from spreading beyond the town?”",
+ "0 Days Since Last Incident: There are constantly accidents here. At least, you hope they’re accidents. At the end of each session, ask: “Did we uncover or fix something our lab caused?”": "0 Days Since Last Incident: There are constantly accidents here. At least, you hope they’re accidents. At the end of each session, ask: “Did we uncover or fix something our lab caused?”",
+ "Explorers: Your team and facility seek out and send expeditions to study strange events. At the end of each session, ask: “Did we discover something that amazed the scientific community?”": "Explorers: Your team and facility seek out and send expeditions to study strange events. At the end of each session, ask: “Did we discover something that amazed the scientific community?”",
+ "Hazardous Research: Your facility has discovered things with as much potential for evil as good. At the end of each session, ask: “Did we find safe and beneficial applications for the dangerous things we learned about?”": "Hazardous Research: Your facility has discovered things with as much potential for evil as good. At the end of each session, ask: “Did we find safe and beneficial applications for the dangerous things we learned about?”",
+ "Action Science: It’s not real research if it can’t bite you—or destroy the world! At the end of each session, ask: “Did we defeat extreme danger with science?”": "Action Science: It’s not real research if it can’t bite you—or destroy the world! At the end of each session, ask: “Did we defeat extreme danger with science?”",
+ "Side Racket: The team uses the app to get some extra money. At the end of each session, ask: “Did the app interfere with the rest of our lives?”": "Side Racket: The team uses the app to get some extra money. At the end of each session, ask: “Did the app interfere with the rest of our lives?”",
+ "Already Doing It: You’re hunters with or without the app, but it provides more support. At the end of each session, ask: “Did the app help us save or protect someone?”": "Already Doing It: You’re hunters with or without the app, but it provides more support. At the end of each session, ask: “Did the app help us save or protect someone?”",
+ "Can’t Escape: From the moment you opened it, it became impossible to escape from the app. At the end of each session, ask: “Did we learn something new about the app?”": "Can’t Escape: From the moment you opened it, it became impossible to escape from the app. At the end of each session, ask: “Did we learn something new about the app?”",
+ "Fight the Power: The app provides independent monster hunters a chance to go up against the established system. At the end of each session, ask: “Did we stick it to the big, evil, monster hunting corporations?”": "Fight the Power: The app provides independent monster hunters a chance to go up against the established system. At the end of each session, ask: “Did we stick it to the big, evil, monster hunting corporations?”",
"Enemies": "Enemies",
"Pick an enemy for your team:": "Pick an enemy for your team:",
"General Grox, alien warlord.": "General Grox, alien warlord.",
@@ -2703,6 +3139,51 @@
"Xindrak, an alien CEO who wishes to replicate and monetize you.": "Xindrak, an alien CEO who wishes to replicate and monetize you.",
"The Vessel, an imperfect being that houses the rotting remains of gods.": "The Vessel, an imperfect being that houses the rotting remains of gods.",
"The Harbingers, a conspiracy group working towards ushering in the apocalypse.": "The Harbingers, a conspiracy group working towards ushering in the apocalypse.",
+ "A famous museum, always acquiring new artifacts and never asking questions.": "A famous museum, always acquiring new artifacts and never asking questions.",
+ "Turner Jamison, a power-hungry, rich, and eccentric collector.": "Turner Jamison, a power-hungry, rich, and eccentric collector.",
+ "Jyika, a covetous naga trapped by their own obsession.": "Jyika, a covetous naga trapped by their own obsession.",
+ "Zeus, who regards these items as the domain of the Olympians.": "Zeus, who regards these items as the domain of the Olympians.",
+ "A gang of criminals, who care only about profit and sell powered items to the highest bidder.": "A gang of criminals, who care only about profit and sell powered items to the highest bidder.",
+ "The Grand Stark, a vicious and vindictive dragon who remembers a distant betrayal.": "The Grand Stark, a vicious and vindictive dragon who remembers a distant betrayal.",
+ "Your own people, who consider you traitors.": "Your own people, who consider you traitors.",
+ "Ereved, an eldritch being, who influences reckless occultists.": "Ereved, an eldritch being, who influences reckless occultists.",
+ "Puja, a clever rākṣasi who devours the flesh of the innocent.": "Puja, a clever rākṣasi who devours the flesh of the innocent.",
+ "Dohyun Sikalli, a subtle, patriarchal wizard who maintains their power by preying on people like you.": "Dohyun Sikalli, a subtle, patriarchal wizard who maintains their power by preying on people like you.",
+ "Titus, an ancient vampire who you all once worked for. Did you betray Titus or did he betray you?": "Titus, an ancient vampire who you all once worked for. Did you betray Titus or did he betray you?",
+ "All the Eaters. Eaters are possessor spirits from another dimension. If they get into your soul, you become a mindless devourer.": "All the Eaters. Eaters are possessor spirits from another dimension. If they get into your soul, you become a mindless devourer.",
+ "Huwawa, a possibly immortal human (?) who created or unleashed your monster sides through dangerous experimentation.": "Huwawa, a possibly immortal human (?) who created or unleashed your monster sides through dangerous experimentation.",
+ "The Facility, a supposedly scientific institution that captures and tortures monsters. Its staff are obsessive in hunting down the supernatural.": "The Facility, a supposedly scientific institution that captures and tortures monsters. Its staff are obsessive in hunting down the supernatural.",
+ "A team of monster hunters who always seem to be one step away from discovering your natures. Note for the Keeper: it’s up to you if these hunters are on the side of good or evil—they could be decent folk, fanatical monster slayers, or anything in between.": "A team of monster hunters who always seem to be one step away from discovering your natures. Note for the Keeper: it’s up to you if these hunters are on the side of good or evil—they could be decent folk, fanatical monster slayers, or anything in between.",
+ "Riddleman Group, a shadowy research team that claims control over patients and evidence.": "Riddleman Group, a shadowy research team that claims control over patients and evidence.",
+ "The Rijpma family, corporate investors that demand profits and constantly take resources.": "The Rijpma family, corporate investors that demand profits and constantly take resources.",
+ "A covetous and cruel spirit of death that hates when people escape it.": "A covetous and cruel spirit of death that hates when people escape it.",
+ "Dr Horner, an arrogant and well-respected doctor who uses unnatural powers to fuel his reputation.": "Dr Horner, an arrogant and well-respected doctor who uses unnatural powers to fuel his reputation.",
+ "The Quiet Order, ambulance-chasing cultists that will take the opportunity to snatch sacrifices and body parts.": "The Quiet Order, ambulance-chasing cultists that will take the opportunity to snatch sacrifices and body parts.",
+ "All the mummies.": "All the mummies.",
+ "Karen and Kevin, fanatical witch hunters.": "Karen and Kevin, fanatical witch hunters.",
+ "Sanctioned Policy Licensing Evil Exploitation Normative (SPLEEN), a secret agency hunting and weaponising the supernatural.": "Sanctioned Policy Licensing Evil Exploitation Normative (SPLEEN), a secret agency hunting and weaponising the supernatural.",
+ "The Council of Elder Entities. Wants to keep everything exactly the way it is.": "The Council of Elder Entities. Wants to keep everything exactly the way it is.",
+ "All the realtors. What are they really up to? Why would they want to grab so many haunted houses?": "All the realtors. What are they really up to? Why would they want to grab so many haunted houses?",
+ "That stuck-up supernatural clique that always works against you.": "That stuck-up supernatural clique that always works against you.",
+ "Helen and Jeb Derry, unethical hosts of a cryptozoology show who use it as a cover for their occult schemes.": "Helen and Jeb Derry, unethical hosts of a cryptozoology show who use it as a cover for their occult schemes.",
+ "Janika Smirnov, a manipulative villain pitting groups against each other for mysterious reasons.": "Janika Smirnov, a manipulative villain pitting groups against each other for mysterious reasons.",
+ "The Ghost in the Machine, you’re not sure what it is, but it hates you.": "The Ghost in the Machine, you’re not sure what it is, but it hates you.",
+ "“A Frowning Devil,” a cult.": "“A Frowning Devil,” a cult.",
+ "Ulmer Broadcasting Interests, a corporation determined to buy out or close down your station.": "Ulmer Broadcasting Interests, a corporation determined to buy out or close down your station.",
+ "The Looming Stalker, a serial killer (and disciples) with a grudge against your community.": "The Looming Stalker, a serial killer (and disciples) with a grudge against your community.",
+ "Savidan, a being of trickery and chaos, who loves to bedevil the station with situations that carry potentially disastrous consequences.": "Savidan, a being of trickery and chaos, who loves to bedevil the station with situations that carry potentially disastrous consequences.",
+ "Dr J. Douglas, the former lab director who turned out to be evil.": "Dr J. Douglas, the former lab director who turned out to be evil.",
+ "Canopy Research, a shadowy corporation turning people into monsters.": "Canopy Research, a shadowy corporation turning people into monsters.",
+ "Thaphaeth, an alien warlord trying to establish a beachhead on our world.": "Thaphaeth, an alien warlord trying to establish a beachhead on our world.",
+ "The mothman, an extra-dimensional entity sowing chaos.": "The mothman, an extra-dimensional entity sowing chaos.",
+ "All the aliens.": "All the aliens.",
+ "Muramasa Heavy Industries, a weapons company.": "Muramasa Heavy Industries, a weapons company.",
+ "All Faerie have chosen to torment the hunters, you don’t know why.": "All Faerie have chosen to torment the hunters, you don’t know why.",
+ "An evil rival app pays people to create curses and monsters.": "An evil rival app pays people to create curses and monsters.",
+ "The Crimson Key, an ancient order of mages seeking to control society": "The Crimson Key, an ancient order of mages seeking to control society",
+ "The app itself. It has nefarious, hidden purposes.": "The app itself. It has nefarious, hidden purposes.",
+ "An ancient prophecy speaks of the end of the world, connected to glowing crystal rectangles.": "An ancient prophecy speaks of the end of the world, connected to glowing crystal rectangles.",
+ "Saunders Enterprises, a corporation seeking to collect and control the supernatural.": "Saunders Enterprises, a corporation seeking to collect and control the supernatural.",
"Allies": "Allies",
"Choose your team allies from this list:": "Choose your team allies from this list:",
"Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.",
@@ -2814,12 +3295,65 @@
"Moirah, a legendary mentor. Moirah was one of the world’s best monster hunters before her retirement.": "Moirah, a legendary mentor. Moirah was one of the world’s best monster hunters before her retirement.",
"DIVISION, a secretive organisation that combats occult threats, classifies supernatural phenomena, and investigates the encroaching apocalypse.": "DIVISION, a secretive organisation that combats occult threats, classifies supernatural phenomena, and investigates the encroaching apocalypse.",
"The Whispers, an anonymous group that only exists online. Their rotating members always provide exactly what you need, for a price.": "The Whispers, an anonymous group that only exists online. Their rotating members always provide exactly what you need, for a price.",
+ "Felis Quinn, a lively young seer with exceptional precognitive abilities. They sometimes strike you as naïve or innocent, but always have the best of intentions.": "Felis Quinn, a lively young seer with exceptional precognitive abilities. They sometimes strike you as naïve or innocent, but always have the best of intentions.",
+ "Marie Allison, a professional costume designer and model. Can craft you excellent clothing and disguises, or get invitations to classy events.": "Marie Allison, a professional costume designer and model. Can craft you excellent clothing and disguises, or get invitations to classy events.",
+ "Farrok Andant, a historian with a Shakespearean tendency for over-dramatising. He knows his stuff, but often waxes poetic about wanting to be a cowboy or pirate.": "Farrok Andant, a historian with a Shakespearean tendency for over-dramatising. He knows his stuff, but often waxes poetic about wanting to be a cowboy or pirate.",
+ "Nalani, a warlock with an unfortunate tendency to open crates before checking for guardians or traps. Probably not human?": "Nalani, a warlock with an unfortunate tendency to open crates before checking for guardians or traps. Probably not human?",
+ "Zof Enarra, a rival artifact hunter. You tend to disagree on methods, but sometimes work together to keep things out of the wrong hands.": "Zof Enarra, a rival artifact hunter. You tend to disagree on methods, but sometimes work together to keep things out of the wrong hands.",
+ "Robot Pants Studios, a streaming channel that investigates sites of ancient myth. They’re usually good for providing a distraction.": "Robot Pants Studios, a streaming channel that investigates sites of ancient myth. They’re usually good for providing a distraction.",
+ "Sara Waite, an alluring and eldritch woman with deep ritual knowledge. She wants to see good folk of all sorts survive.": "Sara Waite, an alluring and eldritch woman with deep ritual knowledge. She wants to see good folk of all sorts survive.",
+ "Vivacious Walidah, a shapeshifting goblin who works as an online model. Provides a dash of chaos to any undertaking.": "Vivacious Walidah, a shapeshifting goblin who works as an online model. Provides a dash of chaos to any undertaking.",
+ "Hugh Audu, a taciturn, sometimes reckless, tattoo mage.": "Hugh Audu, a taciturn, sometimes reckless, tattoo mage.",
+ "Bette and Dayjen, a friendly pair who claim to be vampires. They can provide a safe haven and know a lot of old stories.": "Bette and Dayjen, a friendly pair who claim to be vampires. They can provide a safe haven and know a lot of old stories.",
+ "Mykeshanl, an online friend with resources that suggest a dragon’s hoard.": "Mykeshanl, an online friend with resources that suggest a dragon’s hoard.",
+ "John Clayton, a strange man with eyes made of fire and ghostly friends. He can be a bit scatterbrained, but will do what he can to protect his friends.": "John Clayton, a strange man with eyes made of fire and ghostly friends. He can be a bit scatterbrained, but will do what he can to protect his friends.",
+ "Circle of mortal friends: Some normal people around you who provide cover and support. You’re their go-to resource for any supernatural issues.": "Circle of mortal friends: Some normal people around you who provide cover and support. You’re their go-to resource for any supernatural issues.",
+ "Maya Kaseem, a former agent of the Project. They think she’s dead. She found you and provides insider knowledge.": "Maya Kaseem, a former agent of the Project. They think she’s dead. She found you and provides insider knowledge.",
+ "Britt Ravyn, owner and operator of a blog called “The Observer.” You suspect they’re on the run too.": "Britt Ravyn, owner and operator of a blog called “The Observer.” You suspect they’re on the run too.",
+ "Oracle Chantesuta, a chemical engineer at a university. A gentle soul, equal parts kind and righteously outraged.": "Oracle Chantesuta, a chemical engineer at a university. A gentle soul, equal parts kind and righteously outraged.",
+ "Little Sister, an AI that escaped with you. Speaks in emojis. She is especially good at interrupting or subverting surveillance. Yes, Little Sister “pwns” Big Brother.": "Little Sister, an AI that escaped with you. Speaks in emojis. She is especially good at interrupting or subverting surveillance. Yes, Little Sister “pwns” Big Brother.",
+ "Raisa Neri, a young doctor who helps the team out with healthcare and biological theories.": "Raisa Neri, a young doctor who helps the team out with healthcare and biological theories.",
+ "Jay “Wage” Donohue, a veteran retail worker with a spooky knack to have exactly what you need.": "Jay “Wage” Donohue, a veteran retail worker with a spooky knack to have exactly what you need.",
+ "Dr Jeong, monster counsellor. Helps you with the difficulties of being a monster in a human world.": "Dr Jeong, monster counsellor. Helps you with the difficulties of being a monster in a human world.",
+ "Ash-risen, a mystical merchant. Great at getting credentials that are just as good as the real thing, until the glamour wears off.": "Ash-risen, a mystical merchant. Great at getting credentials that are just as good as the real thing, until the glamour wears off.",
+ "Cat Bhamra, a journalist. Provides you with tips, and might help smooth over your involvement in strange events.": "Cat Bhamra, a journalist. Provides you with tips, and might help smooth over your involvement in strange events.",
+ "Just Like You, an ally team. This is an online support forum for monsters. They often come across rumours, plus you can discuss issues with them that others won’t understand.": "Just Like You, an ally team. This is an online support forum for monsters. They often come across rumours, plus you can discuss issues with them that others won’t understand.",
+ "The Go-Getters, an ally team. A team of monster hunters you’re on good terms with. Do they know your secret?": "The Go-Getters, an ally team. A team of monster hunters you’re on good terms with. Do they know your secret?",
+ "Ishey Wei, a high-energy, frenetic paramedic who always surprises you. The best ambulance driver anyone could ever ask for.": "Ishey Wei, a high-energy, frenetic paramedic who always surprises you. The best ambulance driver anyone could ever ask for.",
+ "Dr Mel Yvette, a medical resident fresh out of school and whose mentor is a surgeon renowned for both their skill and mystique. Enthusiastic and clever.": "Dr Mel Yvette, a medical resident fresh out of school and whose mentor is a surgeon renowned for both their skill and mystique. Enthusiastic and clever.",
+ "Vir Loleri, a tall, creepy-looking phlebotomist with a rigorous moral code, who gives good advice. You suspect he’s not human.": "Vir Loleri, a tall, creepy-looking phlebotomist with a rigorous moral code, who gives good advice. You suspect he’s not human.",
+ "Luna Star, a local holistic medicine and spiritualist practitioner. She knows when to refer someone to scientific medical services, and knows a lot about hauntings and curses.": "Luna Star, a local holistic medicine and spiritualist practitioner. She knows when to refer someone to scientific medical services, and knows a lot about hauntings and curses.",
+ "Sapfo Hadjiti, a fantasy novelist who often pulls you into research for her current project. She has a wealth of assorted but disconnected knowledge.": "Sapfo Hadjiti, a fantasy novelist who often pulls you into research for her current project. She has a wealth of assorted but disconnected knowledge.",
+ "Harry Michaels, an administrator who can help you cut through red tape, or bury stuff under it.": "Harry Michaels, an administrator who can help you cut through red tape, or bury stuff under it.",
+ "Agent Maury DeWhit, a federal agent in the know who keeps an eye out to protect the community. Younger than he seems.": "Agent Maury DeWhit, a federal agent in the know who keeps an eye out to protect the community. Younger than he seems.",
+ "Stefan Knight, an expert historian of supernatural history.": "Stefan Knight, an expert historian of supernatural history.",
+ "Kim Chin-Mae, a lawyer who can help you navigate the loops of mundane and supernatural laws and authorities.": "Kim Chin-Mae, a lawyer who can help you navigate the loops of mundane and supernatural laws and authorities.",
+ "Ash Lawrence, leader of a cult who claims they’re good but there are some worrying signs. Ignore the shadow magic and wings.": "Ash Lawrence, leader of a cult who claims they’re good but there are some worrying signs. Ignore the shadow magic and wings.",
+ "Jerek Jaafar, local student athlete and all-round cool guy. He has your back when you need him.": "Jerek Jaafar, local student athlete and all-round cool guy. He has your back when you need him.",
+ "Alytari Gandega, a journalist who can shield the hunters from unwelcome attention.": "Alytari Gandega, a journalist who can shield the hunters from unwelcome attention.",
+ "Natalya Angelique, a sound designer. Great at isolating weird sounds from recordings.": "Natalya Angelique, a sound designer. Great at isolating weird sounds from recordings.",
+ "Executive Producer Fujita Tarō, who juggles a bunch of shows on many networks. Always up for some tasty drama and handling any of the back-end issues of the station.": "Executive Producer Fujita Tarō, who juggles a bunch of shows on many networks. Always up for some tasty drama and handling any of the back-end issues of the station.",
+ "International Hunting Group of Awesome, internet friends from around the world with wide knowledge. They’re great for answers on obscure lore.": "International Hunting Group of Awesome, internet friends from around the world with wide knowledge. They’re great for answers on obscure lore.",
+ "Pearl Aiza, an actor and witch. Knows how to shape a magic ritual into something entertaining and respectful. Good for blessings in a pinch.": "Pearl Aiza, an actor and witch. Knows how to shape a magic ritual into something entertaining and respectful. Good for blessings in a pinch.",
+ "Levi Shalom, an excellent crafter and engineer with a custom wheelchair. If you need some good custom gear, they’re who to count on.": "Levi Shalom, an excellent crafter and engineer with a custom wheelchair. If you need some good custom gear, they’re who to count on.",
+ "Hibo Salah has a deep understanding of the independent music scene. May or may not secretly be a supernatural creature.": "Hibo Salah has a deep understanding of the independent music scene. May or may not secretly be a supernatural creature.",
+ "Kana Harlison, a cat burglar with a taste for helping out in a crisis. Stealth is their deal, but they can’t resist stealing things if they get a chance.": "Kana Harlison, a cat burglar with a taste for helping out in a crisis. Stealth is their deal, but they can’t resist stealing things if they get a chance.",
+ "Dalia Amin, a local community leader. They’ll get cooperation from locals, whether it’s taking cover or getting some manual labour done. They want you to look after the community, too.": "Dalia Amin, a local community leader. They’ll get cooperation from locals, whether it’s taking cover or getting some manual labour done. They want you to look after the community, too.",
+ "Sergeant Qeb Gomez, local law enforcement. He can keep the team aware of what the cops plan to do, and act as your liaison.": "Sergeant Qeb Gomez, local law enforcement. He can keep the team aware of what the cops plan to do, and act as your liaison.",
+ "CAMBELL, the lab AI. Handles most background computation and maintenance tasks. Exceptionally good at creating virtual scenarios to test theories.": "CAMBELL, the lab AI. Handles most background computation and maintenance tasks. Exceptionally good at creating virtual scenarios to test theories.",
+ "Dr Yos Sokha, a former colleague. Can provide research and data from different teams and different viewpoints.": "Dr Yos Sokha, a former colleague. Can provide research and data from different teams and different viewpoints.",
+ "Questerr and Wrexy, diplomats from a friendly alien civilisation. They’re also concerned about your ongoing troubles, and sometimes provide you with rare resources or advanced technology.": "Questerr and Wrexy, diplomats from a friendly alien civilisation. They’re also concerned about your ongoing troubles, and sometimes provide you with rare resources or advanced technology.",
+ "Nak Shimma, a regular client. Is he really that unlucky? Anyway, he’s researching the app.": "Nak Shimma, a regular client. Is he really that unlucky? Anyway, he’s researching the app.",
+ "“The Derision of the Crest’s Edge,” a benign slime demon who’s interested in the app and loves to talk about it.": "“The Derision of the Crest’s Edge,” a benign slime demon who’s interested in the app and loves to talk about it.",
+ "Alamo Rick, a traditional hunter who doesn’t trust the app. He can give some monster hunting help.": "Alamo Rick, a traditional hunter who doesn’t trust the app. He can give some monster hunting help.",
+ "Brother W. Adisu, a big priest with a gentle soul. Provides grounded advice both practical and ethical.": "Brother W. Adisu, a big priest with a gentle soul. Provides grounded advice both practical and ethical.",
+ "Sketch and Sykoking, another hunting team on the app who sometimes reach out to compare notes.": "Sketch and Sykoking, another hunting team on the app who sometimes reach out to compare notes.",
+ "Frank Keep, a computer security specialist who has been digging into the app and has concerns.": "Frank Keep, a computer security specialist who has been digging into the app and has concerns.",
"Starting Stats": "Starting Stats",
"Allocate the following values amongst the ratings (Charm, Cool, Sharp, Tough, and Weird) as suited to your concept: +1, =0, -1, -1, -2.": "Allocate the following values amongst the ratings (Charm, Cool, Sharp, Tough, and Weird) as suited to your concept: +1, =0, -1, -1, -2.",
"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.",
"Number of boxes:": "Number of boxes:",
"You start with no Luck available, but may earn it in play—increase the number of boxes then, and you may later mark it.Mark 1 Luck to change a roll to 12 or avoid all harm from one event.": "You start with no Luck available, but may earn it in play—increase the number of boxes then, and you may later mark it.
Mark 1 Luck to change a roll to 12 or avoid all harm from one event.",
- "Mark an experience box whenever:You roll for a move.You roll a 6 or less on a move (in addition to the mark for rolling a move).You suffer harm.Something else tells you to.": "Mark an experience box whenever:
- You roll for a move.
- You roll a 6 or less on a move (in addition to the mark for rolling a move).
- You suffer harm.
- Something else tells you to.
",
"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.",
@@ -2833,6 +3367,99 @@
"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.",
"Whenever you spend a point of Favour, you develop a permanent mark related to one of your consumed magics.": "Whenever you spend a point of Favour, you develop a permanent mark related to one of your consumed magics.",
"Whenever you spend a Luck point, you develop a permanent mark related to one of your consumed magics.": "Whenever you spend a Luck point, you develop a permanent mark related to one of your consumed magics.",
+ "When you spend a point of Luck, some gadget or machine near you will soon malfunction, break down, or explode (what exactly is up to the Keeper).": "When you spend a point of Luck, some gadget or machine near you will soon malfunction, break down, or explode (what exactly is up to the Keeper).",
+ "When you spend a point of Luck, something from your career comes up—it could be a great new opportunity, or a threat to an existing one.": "When you spend a point of Luck, something from your career comes up—it could be a great new opportunity, or a threat to an existing one.",
+ "When you spend a point of Luck, something or someone related to your inhuman heritage or human upbringing shows up soon.": "When you spend a point of Luck, something or someone related to your inhuman heritage or human upbringing shows up soon.",
+ "When you spend a point of Luck, an ally needs your help, or needs you to spend some time with them.": "When you spend a point of Luck, an ally needs your help, or needs you to spend some time with them.",
+ "When you spend a point of Luck, your actions come under intense scrutiny, or the Overseers demand something specific and troublesome.": "When you spend a point of Luck, your actions come under intense scrutiny, or the Overseers demand something specific and troublesome.",
+ "When you spend a point of Luck, your Flaw or Burden comes up.": "When you spend a point of Luck, your Flaw or Burden comes up.",
+ "When you spend a point of Luck, something upsets the balance between you and your symbiote, such as a strange medical condition or new demands.": "When you spend a point of Luck, something upsets the balance between you and your symbiote, such as a strange medical condition or new demands.",
+ "When you spend a point of Luck, you get a chance to gain either a significant social connection or incredible piece of tech.": "When you spend a point of Luck, you get a chance to gain either a significant social connection or incredible piece of tech.",
+ "When you spend a point of Luck, you learn about another culture or someone else learns about your culture. This could be good or bad.": "When you spend a point of Luck, you learn about another culture or someone else learns about your culture. This could be good or bad.",
+ "Wounds": "Wounds",
+ "If you’re tracking wounds, track them here.": "If you’re tracking wounds, track them here.",
+ "Mark an experience box whenever:You roll for a move.You roll a 6 or less on a move (in addition to the mark for rolling a move).You suffer harm.Something else tells you to.": "Mark an experience box whenever:- You roll for a move.
- You roll a 6 or less on a move (in addition to the mark for rolling a move).
- You suffer harm.
- Something else tells you to.
",
+ "Levelling Up": "Levelling Up",
+ "When you’ve filled all five experience boxes, you level up. Erase all experience marks, pick an improvement, and mark a level gained here.": "When you’ve filled all five experience boxes, you level up. Erase all experience marks, pick an improvement, and mark a level gained here.",
+ "Improvements": "Improvements",
+ "You may select each as many times as appropriate.Get +1 to a rating. The maximum you can have are a +2, two +1, a 0, and a -1.Gain an improved survivor move.Find a useful tool or weapon.Gain a Luck box, to be spent in the future. Maximum is 7 Luck boxes.Heal 1 harm and clear “unstable.”": "You may select each as many times as appropriate.- Get +1 to a rating. The maximum you can have are a +2, two +1, a 0, and a -1.
- Gain an improved survivor move.
- Find a useful tool or weapon.
- Gain a Luck box, to be spent in the future. Maximum is 7 Luck boxes.
- Heal 1 harm and clear “unstable.”
",
+ "I find a clear, but maybe difficult, way to break my curse": "I find a clear, but maybe difficult, way to break my curse",
+ "Action Scientist": "Action Scientist",
+ "Celebrity": "Celebrity",
+ "Changeling": "Changeling",
+ "Covenant": "Covenant",
+ "Loner": "Loner",
+ "Spirit-Touched": "Spirit-Touched",
+ "Envoy": "Envoy",
+ "Lore-Holder": "Lore-Holder",
+ "Forged": "Forged",
+ "Host": "Host",
+ "Interface": "Interface",
+ "Other-Folk": "Other-Folk",
+ "Visitor": "Visitor",
+ "Curse-Eater": "Curse-Eater",
+ "Gain an ally team of action scientists": "Gain an ally team of action scientists",
+ "Gain an ally group—an entourage": "Gain an ally group—an entourage",
+ "Gain an ally, associated with either the mortal or supernatural worlds": "Gain an ally, associated with either the mortal or supernatural worlds",
+ "You gain a second ally. Pick a different style for them.": "You gain a second ally. Pick a different style for them.",
+ "Your Overseers provide bodyguards. You gain an ally or ally team. Choose their type: mortal operatives, invisible spirits, high-tech drones, or something else.": "Your Overseers provide bodyguards. You gain an ally or ally team. Choose their type: mortal operatives, invisible spirits, high-tech drones, or something else.",
+ "Gain an ally, either another with a symbiote like yours or someone who helps you manage the condition": "Gain an ally, either another with a symbiote like yours or someone who helps you manage the condition",
+ "Gain an ally: alien, local animal, or local friend": "Gain an ally: alien, local animal, or local friend",
+ "a lesser spirit being": "a lesser spirit being",
+ "Get a laboratory with staff, facilities, and instruments suited to your area of study": "Get a laboratory with staff, facilities, and instruments suited to your area of study",
+ "Choose two topics of occult lore (such as fringe science, ghosts, aliens, or incantations) and take +1 ongoing when using fakelore on those topics": "Choose two topics of occult lore (such as fringe science, ghosts, aliens, or incantations) and take +1 ongoing when using fakelore on those topics",
+ "Gain one type of contact as if from the Gumshoe’s naked city move": "Gain one type of contact as if from the Gumshoe’s naked city move",
+ "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",
+ "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",
+ "Add an extra harm box to your harm track on the “Okay” side": "Add an extra harm box to your harm track on the “Okay” side",
+ "Clear all corruption, without clearing consumed magics. Don’t erase the excess magics now, but you can’t gain more until you release some of them.": "Clear all corruption, without clearing consumed magics. Don’t erase the excess magics now, but you can’t gain more until you release some of them.",
+ "Mark use magic (or your alternate Weird move) as advanced": "Mark use magic (or your alternate Weird move) as advanced",
+ "Pick a second resource item from the Envoy’s gear options": "Pick a second resource item from the Envoy’s gear options",
+ "Change your Task to another option": "Change your Task to another option",
+ "Pick another benefit for your weapon form": "Pick another benefit for your weapon form",
+ "You can choose to count your current wielder as your partner for the purpose of your moves. Your chosen partner still counts as well.": "You can choose to count your current wielder as your partner for the purpose of your moves. Your chosen partner still counts as well.",
+ "Take another benefit from Symbiosis": "Take another benefit from Symbiosis",
+ "Gain another option from defensive adaptation": "Gain another option from defensive adaptation",
+ "Add, remove, or change three tags on gear. May be distributed between multiple pieces of gear.": "Add, remove, or change three tags on gear. May be distributed between multiple pieces of gear.",
+ "Repair the vehicle that brought you here so it can safely enter a vacuum and travel in space": "Repair the vehicle that brought you here so it can safely enter a vacuum and travel in space",
+ "I break my curse": "I break my curse",
+ "This is my home now, and I’ll protect it. Change this hunter to a new playbook.": "This is my home now, and I’ll protect it. Change this hunter to a new playbook.",
+ "Create a second hunter by symbiotic fission: they are either a non-human hunter or a symbiote bonded to another Host": "Create a second hunter by symbiotic fission: they are either a non-human hunter or a symbiote bonded to another Host",
+ "Choose an advanced move you have. Anyone wielding you treats that move as advanced.": "Choose an advanced move you have. Anyone wielding you treats that move as advanced.",
+ "Choose another advanced move you have. Anyone wielding you treats that move as advanced.": "Choose another advanced move you have. Anyone wielding you treats that move as advanced.",
+ "Retire this hunter to increased fame": "Retire this hunter to increased fame",
+ "Retire as an uploaded consciousness. Are you now a threat, an ally, or wholly disinterested in meatspace?": "Retire as an uploaded consciousness. Are you now a threat, an ally, or wholly disinterested in meatspace?",
+ "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.",
+ "Make a consumed magic into a permanent custom move (with the group’s agreement), then clear it.": "Make a consumed magic into a permanent custom move (with the group’s agreement), then clear it.",
+ "Get +1 Cool, max +3": "Get +1 Cool, max +3",
+ "New interest: add a second area of study": "New interest: add a second area of study",
+ "Remove one Unknown Heritage tag. You’ve now integrated well enough to avoid issues.": "Remove one Unknown Heritage tag. You’ve now integrated well enough to avoid issues.",
+ "Your character retires to a position of supernatural responsibility, preventing their involvement in mortal matters.": "Your character retires to a position of supernatural responsibility, preventing their involvement in mortal matters.",
+ "You find a home. Pick one:": "You find a home. Pick one:",
+ "A human group that has accepted you for what you are. Create as the Professional’s Agency, with one resource and one red tape.": "A human group that has accepted you for what you are. Create as the Professional’s Agency, with one resource and one red tape.",
+ "You’ve been welcomed into a group of your supernatural heritage. Create as the Initiate’s Sect, with one good tradition and one bad tradition.": "You’ve been welcomed into a group of your supernatural heritage. Create as the Initiate’s Sect, with one good tradition and one bad tradition.",
+ "You’ve claimed a supernatural realm. Create as the Expert’s haven, with two options. You may use magic to access this realm from any location.": "You’ve claimed a supernatural realm. Create as the Expert’s haven, with two options. You may use magic to access this realm from any location.",
+ "Your fame skyrockets, bringing you lots of new benefits and obligations to match": "Your fame skyrockets, bringing you lots of new benefits and obligations to match",
+ "Your Covenant now works twice per session": "Your Covenant now works twice per session",
+ "Create a hunter based on one of your allies to play in addition to this one. If you die, they have +1 ongoing on tasks leading toward avenging or resurrecting the Covenant.": "Create a hunter based on one of your allies to play in addition to this one. If you die, they have +1 ongoing on tasks leading toward avenging or resurrecting the Covenant.",
+ "Pick a secondary Task as well as your first": "Pick a secondary Task as well as your first",
+ "Change any or all of the Overseers’ Values and Concerns. What’s changed?": "Change any or all of the Overseers’ Values and Concerns. What’s changed?",
+ "Choose to be either human or weapon permanently from now on. Either retire to safety or change playbooks.": "Choose to be either human or weapon permanently from now on. Either retire to safety or change playbooks.",
+ "Get a second partner": "Get a second partner",
+ "You are able to wield yourself in weapon form, either by magical flight or manifesting a spectral figure to hold you. This frees up your wielder to do other things, while you fight on your own.": "You are able to wield yourself in weapon form, either by magical flight or manifesting a spectral figure to hold you. This frees up your wielder to do other things, while you fight on your own.",
+ "Add a third option to your haven": "Add a third option to your haven",
+ "Get a haven like the Expert with workshop, supercomputer, and two other options": "Get a haven like the Expert with workshop, supercomputer, and two other options",
+ "Add an Upgrade or change a Fault": "Add an Upgrade or change a Fault",
+ "Add the “integrated” and “blatant” tags (SSK page 188) to a piece of wearable or handheld gear": "Add the “integrated” and “blatant” tags (SSK page 188) to a piece of wearable or handheld gear",
+ "Add the “retractable” tag (SSK page 188) to a piece of wearable or handheld gear": "Add the “retractable” tag (SSK page 188) to a piece of wearable or handheld gear",
+ "This is my home now, and I need to rest. Retire this hunter to safety, on Earth.": "This is my home now, and I need to rest. Retire this hunter to safety, on Earth.",
+ "This was just an adventure, and now it’s over. Retire this hunter to safety back on your homeworld.": "This was just an adventure, and now it’s over. Retire this hunter to safety back on your homeworld.",
+ "Establish official, friendly contact between Earth and your people": "Establish official, friendly contact between Earth and your people",
"Dark Past": "Dark Past",
"Choose your dark past:": "Choose your dark past:",
"Choose a Dark Past": "Choose a Dark Past",
@@ -2964,13 +3591,17 @@
"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...",
+ "Hunter's Journal Options": "Hunter's Journal Options",
"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.": "- 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.": "- 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.": "- 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.
",
+ "Also consider:Death Omen: Curse: spirit. Natural attack: Scream/howl (magical force plus +1 harm). Weird move: Trust your gut. Moves: incorporeal, something borrowed: Premonitions from the Spooky playbook.Reaper: Curse: duty (psychopomp). Natural attack: Shadow weapon (claws plus either ignore-armour or mark). Weird move: Past lives. Moves: unquenchable vitality, either preternatural speed or something borrowed: mobility from the Professional playbook.Genie: Curse: obligations. Natural attack: Bend reality (magical force plus ignore-armour). Weird move: Use magic. Moves: dark negotiator, immortal.Gorgon: Curse: inimical. Natural attacks: Snake bite (claws plus poison); or Deadly gaze (magical force plus petrification). Weird move: Use magic. Moves: preternatural speed, something borrowed: tools matter from the Wronged playbook.Eldritch Extraterrestrial: Curse: dark master (the high command). Natural attack: Psychic blast (magical force plus ignore-armour). Weird move: Illuminated. Moves: flight, mental domination.Spider-Folk: Curse: forced change (melancholy music). Natural attack: Fangs (teeth plus ignore-armour or poison). Weird move: Empath. Moves: shapeshifter, unnatural appeal, or extra arms.": "Also consider:- Death Omen: Curse: spirit. Natural attack: Scream/howl (magical force plus +1 harm). Weird move: Trust your gut. Moves: incorporeal, something borrowed: Premonitions from the Spooky playbook.
- Reaper: Curse: duty (psychopomp). Natural attack: Shadow weapon (claws plus either ignore-armour or mark). Weird move: Past lives. Moves: unquenchable vitality, either preternatural speed or something borrowed: mobility from the Professional playbook.
- Genie: Curse: obligations. Natural attack: Bend reality (magical force plus ignore-armour). Weird move: Use magic. Moves: dark negotiator, immortal.
- Gorgon: Curse: inimical. Natural attacks: Snake bite (claws plus poison); or Deadly gaze (magical force plus petrification). Weird move: Use magic. Moves: preternatural speed, something borrowed: tools matter from the Wronged playbook.
- Eldritch Extraterrestrial: Curse: dark master (the high command). Natural attack: Psychic blast (magical force plus ignore-armour). Weird move: Illuminated. Moves: flight, mental domination.
- Spider-Folk: Curse: forced change (melancholy music). Natural attack: Fangs (teeth plus ignore-armour or poison). Weird move: Empath. Moves: shapeshifter, unnatural appeal, or extra arms.
",
"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",
+ "Inimical: There’s something about your true nature that harms mortals. You mostly keep it contained, but in moments of high emotion or stress, you need to act under pressure to keep your mere presence from harming those around you.": "Inimical: There’s something about your true nature that harms mortals. You mostly keep it contained, but in moments of high emotion or stress, you need to act under pressure to keep your mere presence from harming those around you.",
+ "Duty: You have an onerous ongoing responsibility, such as: protect someone or something, escort the dead, 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 someone or something, escort the dead, patrol an area, or preserve specific knowledge. You must do this for a few hours each day.",
+ "Spirit (requires Incorporeal): You are almost always incorporeal. You have a way to communicate with the other hunters, but it can be disrupted in a crisis. When you absolutely need to interact with the physical world, you must act under pressure or use magic to manifest physically.": "Spirit (requires Incorporeal): You are almost always incorporeal. You have a way to communicate with the other hunters, but it can be disrupted in a crisis. When you absolutely need to interact with the physical world, you must act under pressure or use magic to manifest physically.",
+ "Obligations (requires Dark Negotiator): Your penchant for deals has kept you ahead so far, but you have many, many outstanding contracts. You can’t break any agreement you have freely made. If you ever do, all those other deals are called in immediately, or null and void—whichever is worse for you.": "Obligations (requires Dark Negotiator): Your penchant for deals has kept you ahead so far, but you have many, many outstanding contracts. You can’t break any agreement you have freely made. If you ever do, all those other deals are called in immediately, or null and void—whichever is worse for you.",
+ "Forced Change (requires Shapeshifter): You sometimes change involuntarily. Pick what circumstance forces you to change—a time of day, a certain emotion, any strong emotion, seeing the moon in the sky, a certain plant, or similar. When it’s present, you transform automatically, unless you act under pressure, use magic, or use some other method to avoid it.": "Forced Change (requires Shapeshifter): You sometimes change involuntarily. Pick what circumstance forces you to change—a time of day, a certain emotion, any strong emotion, seeing the moon in the sky, a certain plant, or similar. When it’s present, you transform automatically, unless you act under pressure, use magic, or use some other method to avoid it.",
"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.",
@@ -3011,6 +3642,193 @@
"avoided the supernatural": "avoided the supernatural",
"were never the same": "were never the same",
"Details:": "Details:",
+ "Areas of Study": "Areas of Study",
+ "Pick one focus for your research and training:": "Pick one focus for your research and training:",
+ "Physics and Cosmology: You can tell when something is altering the basic laws of reality around you. When you investigate a mystery, you may ask one of these as well as the usual questions:What direction is the source?Is this static or changing?What equipment would tell me more about this?": "Physics and Cosmology: You can tell when something is altering the basic laws of reality around you. When you investigate a mystery, you may ask one of these as well as the usual questions:- What direction is the source?
- Is this static or changing?
- What equipment would tell me more about this?
",
+ "Biology and Chemistry: When you examine a mysterious substance, ask the Keeper what the source is. They’ll tell you if it’s biological or not, and if the source is mundane, supernatural, extraterrestrial, or extra-dimensional.": "Biology and Chemistry: When you examine a mysterious substance, ask the Keeper what the source is. They’ll tell you if it’s biological or not, and if the source is mundane, supernatural, extraterrestrial, or extra-dimensional.",
+ "Neurology and Psychology: When you’re talking to someone and assessing their motives, roll +Sharp.On a 10+, the Keeper will tell you if they’re really human and whether they’re an ally, bystander, villain, minion, or monster.On a 7–9, the Keeper will tell you if there’s something off about them but you’re not sure what it is yet.On a miss, you reveal too much about yourself instead.": "Neurology and Psychology: When you’re talking to someone and assessing their motives, roll +Sharp.- On a 10+, the Keeper will tell you if they’re really human and whether they’re an ally, bystander, villain, minion, or monster.
- On a 7–9, the Keeper will tell you if there’s something off about them but you’re not sure what it is yet.
- On a miss, you reveal too much about yourself instead.",
+ "Computers and Electronics: When you access a secure computer system or electronic device, or change what it does, roll +Cool.On a 10+, you get access, or change it (within the limits of the system).On a 7–9, either it takes extra time or something unexpected happens.On a miss, it all goes wrong in the worst way possible.": "Computers and Electronics: When you access a secure computer system or electronic device, or change what it does, roll +Cool.
- On a 10+, you get access, or change it (within the limits of the system).
- On a 7–9, either it takes extra time or something unexpected happens.
- On a miss, it all goes wrong in the worst way possible.
",
+ "Violence: You may roll +Sharp to kick some ass instead of +Tough. When you make a scientific attack, either do +1 harm or take +1 forward.": "Violence: You may roll +Sharp to kick some ass instead of +Tough. When you make a scientific attack, either do +1 harm or take +1 forward.",
+ "Mechanics and Engineering: When you fix machinery, it takes much less time than expected. You also don’t need all the proper tools to work on machines (sometimes a thump in the right spot is all that was needed).You may also combine any two devices, rebuilding them together. The new gadget has all the abilities of each component, and is the size of the larger one. It has all the tags of both components. You may add, delete, or change one tag.": "Mechanics and Engineering: When you fix machinery, it takes much less time than expected. You also don’t need all the proper tools to work on machines (sometimes a thump in the right spot is all that was needed).
You may also combine any two devices, rebuilding them together. The new gadget has all the abilities of each component, and is the size of the larger one. It has all the tags of both components. You may add, delete, or change one tag.",
+ "Space: You have +1 ongoing with rocketry or astronaut stuff. You have access to a space launch facility (including use of spacecraft).": "Space: You have +1 ongoing with rocketry or astronaut stuff. You have access to a space launch facility (including use of spacecraft).",
+ "Unknown Heritage": "Unknown Heritage",
+ "Your non-human heritage has pitfalls you were never taught about. Pick three:": "Your non-human heritage has pitfalls you were never taught about. Pick three:",
+ "Dietary restriction": "Dietary restriction",
+ "Hygienic need": "Hygienic need",
+ "Unearned reputation": "Unearned reputation",
+ "Erratic power": "Erratic power",
+ "Strange thoughts": "Strange thoughts",
+ "Sensory bombardment": "Sensory bombardment",
+ "Allergy to": "Allergy to",
+ "Repulsion from": "Repulsion from",
+ "Attraction to": "Attraction to",
+ "Obsession with": "Obsession with",
+ "The Keeper may introduce obstacles or distractions based on these tags. If you push through or ignore them, things can spiral out of control, and you may need to act under pressure.Alternatively, devote time to dealing with it and put other concerns (like the current crisis, ongoing mystery, or personal issues) on hold. If you do, mark experience.You always have the temptation to find out about your nature. When investigating a mystery with a source of supernatural knowledge, you may ask, “What do I learn about myself?” as one of your questions.If the character gains any useful knowledge of themself, word will get out among the supernatural world that they’re asking questions.": "The Keeper may introduce obstacles or distractions based on these tags. If you push through or ignore them, things can spiral out of control, and you may need to act under pressure.
Alternatively, devote time to dealing with it and put other concerns (like the current crisis, ongoing mystery, or personal issues) on hold. If you do, mark experience.
You always have the temptation to find out about your nature. When investigating a mystery with a source of supernatural knowledge, you may ask, “What do I learn about myself?” as one of your questions.
If the character gains any useful knowledge of themself, word will get out among the supernatural world that they’re asking questions.",
+ "You have a knack for keeping allies safe. Once per session, if an ally would be killed, describe how you help them survive and escape. They return, fully or mostly recovered, at the start of the next mystery.": "You have a knack for keeping allies safe. Once per session, if an ally would be killed, describe how you help them survive and escape. They return, fully or mostly recovered, at the start of the next mystery.",
+ "Friendship": "Friendship",
+ "You start with an ally. Pick a type (MOTW hardcover, page 131) and a style:": "You start with an ally. Pick a type (MOTW hardcover, page 131) and a style:",
+ "Watson: An individual, extra-competent ally.": "Watson: An individual, extra-competent ally.",
+ "Rolodex: An ally team with various skills; tends to operate individually.": "Rolodex: An ally team with various skills; tends to operate individually.",
+ "Unit: A small group that usually operates as a team.": "Unit: A small group that usually operates as a team.",
+ "Describe the ally:": "Describe the ally:",
+ "Long-time coworker": "Long-time coworker",
+ "Good buddy": "Good buddy",
+ "Supernatural creature": "Supernatural creature",
+ "Romantic interest": "Romantic interest",
+ "Friendly employer": "Friendly employer",
+ "Overseers": "Overseers",
+ "The Envoy was sent or given a task by a higher power. Describe your Overseers according to their Values and your Concerns.": "The Envoy was sent or given a task by a higher power. Describe your Overseers according to their Values and your Concerns.",
+ "Their Values": "Their Values",
+ "Pick two:": "Pick two:",
+ "Order": "Order",
+ "Freedom": "Freedom",
+ "Safety": "Safety",
+ "Compassion": "Compassion",
+ "Secrecy": "Secrecy",
+ "Knowledge": "Knowledge",
+ "Honesty": "Honesty",
+ "Power": "Power",
+ "Growth": "Growth",
+ "Truth": "Truth",
+ "Your Concerns": "Your Concerns",
+ "Pick one:": "Pick one:",
+ "Overseers’ internal politics": "Overseers’ internal politics",
+ "Cryptic communication": "Cryptic communication",
+ "Strict rules": "Strict rules",
+ "Alien perspective": "Alien perspective",
+ "Distant presence": "Distant presence",
+ "Secret underlying motives": "Secret underlying motives",
+ "Purity": "Purity",
+ "Narrow-focused": "Narrow-focused",
+ "Big picture": "Big picture",
+ "The Envoy doesn’t have a means to contact their Overseers easily in the way the Initiate and Professional can. This is by design—the Overseers are hands-off and esoteric compared to an Agency or Sect. You can use magic to reach out, otherwise contact is always at the Overseers’ whim.": "The Envoy doesn’t have a means to contact their Overseers easily in the way the Initiate and Professional can. This is by design—the Overseers are hands-off and esoteric compared to an Agency or Sect. You can use magic to reach out, otherwise contact is always at the Overseers’ whim.",
+ "Task": "Task",
+ "You have been given a task. Pick one:": "You have been given a task. Pick one:",
+ "Guide: You are meant to guide people towards a desired end. What is it?": "Guide: You are meant to guide people towards a desired end. What is it?",
+ "Herald: You are meant to bring instructions to other people. What do you teach?": "Herald: You are meant to bring instructions to other people. What do you teach?",
+ "Watcher: You are meant to search for signs of something. What are the signs?": "Watcher: You are meant to search for signs of something. What are the signs?",
+ "Witness: You are meant to record and observe ongoing events. What do you record?": "Witness: You are meant to record and observe ongoing events. What do you record?",
+ "Secret Wisdom": "Secret Wisdom",
+ "Secret Wisdom: You’ve received insight from your Task. At the start of each session, roll +Cool. On a 10+, hold 2. On a 7–9, hold 1. On a miss, hold 1, but the Keeper introduces a cruel choice or terrible truth related to your Task.": "Secret Wisdom: You’ve received insight from your Task. At the start of each session, roll +Cool. On a 10+, hold 2. On a 7–9, hold 1. On a miss, hold 1, but the Keeper introduces a cruel choice or terrible truth related to your Task.",
+ "Hold can be spent in different ways based on your Task:Guide: When you advise as instructed by the Overseers, spend 1 hold to help out without needing to be in the same place, or spend 2 hold to help out on a start-of-mystery or start-of-session move.Herald: When you announce your Overseers’ demands, spend 1 hold to manipulate a monster, if it is capable of communication.Watcher: When you examine the patterns of Fate, spend 1 hold to protect someone even when you are not in the same place.Witness: When you report to the Overseers, spend 1 hold to grant any hunter one question as if they just investigated a mystery.": "Hold can be spent in different ways based on your Task:
- Guide: When you advise as instructed by the Overseers, spend 1 hold to help out without needing to be in the same place, or spend 2 hold to help out on a start-of-mystery or start-of-session move.
- Herald: When you announce your Overseers’ demands, spend 1 hold to manipulate a monster, if it is capable of communication.
- Watcher: When you examine the patterns of Fate, spend 1 hold to protect someone even when you are not in the same place.
- Witness: When you report to the Overseers, spend 1 hold to grant any hunter one question as if they just investigated a mystery.
",
+ "Dual Nature": "Dual Nature",
+ "You may freely transform between your human and weapon shapes. You can’t kick some ass when in weapon form, but when wielded as a weapon, your bearer adds harm equal to your Weird. Pick your base range, benefits, and flaw.": "You may freely transform between your human and weapon shapes. You can’t kick some ass when in weapon form, but when wielded as a weapon, your bearer adds harm equal to your Weird. Pick your base range, benefits, and flaw.",
+ "Range Values": "Range Values",
+ "Intimate": "Intimate",
+ "Hand": "Hand",
+ "Close": "Close",
+ "Far": "Far",
+ "Benefits": "Benefits",
+ "Magic: Add the “magic” tag": "Magic: Add the “magic” tag",
+ "Vicious: You deal +1 harm": "Vicious: You deal +1 harm",
+ "Precise: You deal +1 harm": "Precise: You deal +1 harm",
+ "Life Drain: Add the “life-drain” tag; you may heal your wielder instead of yourself": "Life Drain: Add the “life-drain” tag; you may heal your wielder instead of yourself",
+ "Reach: Add another range": "Reach: Add another range",
+ "Defensive: Add 1-armour for your wielder": "Defensive: Add 1-armour for your wielder",
+ "Sweeping: Add the “area” tag": "Sweeping: Add the “area” tag",
+ "Elemental: Add matching tags such as “fire,” “wind,” “lightning,” “mind,” or “darkness”": "Elemental: Add matching tags such as “fire,” “wind,” “lightning,” “mind,” or “darkness”",
+ "Flaws": "Flaws",
+ "Conspicuous": "Conspicuous",
+ "Distinctive": "Distinctive",
+ "Restricted": "Restricted",
+ "Unwieldy": "Unwieldy",
+ "Charging": "Charging",
+ "Origin": "Origin",
+ "Forging": "Forging",
+ "You always thought you were human.": "You always thought you were human.",
+ "You gained sentience by the perfection of your maker’s craft.": "You gained sentience by the perfection of your maker’s craft.",
+ "You used to be a supernatural being.": "You used to be a supernatural being.",
+ "A magical accident resulted in your creation.": "A magical accident resulted in your creation.",
+ "You were created to fulfil an obligation.": "You were created to fulfil an obligation.",
+ "“You know what? I don’t remember.”": "“You know what? I don’t remember.”",
+ "Partnering": "Partnering",
+ "Your partner displayed great faith and devotion.": "Your partner displayed great faith and devotion.",
+ "Your partner solved puzzles requiring wit and wisdom.": "Your partner solved puzzles requiring wit and wisdom.",
+ "Your partner won your allegiance through power and might.": "Your partner won your allegiance through power and might.",
+ "You were created specifically for your partner.": "You were created specifically for your partner.",
+ "Your partner swore to perform a task and you are to aid them.": "Your partner swore to perform a task and you are to aid them.",
+ "You met through sheer luck and happenstance.": "You met through sheer luck and happenstance.",
+ "Symbiosis": "Symbiosis",
+ "Choose the Benefits and Downside of your symbiosis.": "Choose the Benefits and Downside of your symbiosis.",
+ "Aligned motivations": "Aligned motivations",
+ "Unaging": "Unaging",
+ "Can survive vacuum, pressure, and lack of air": "Can survive vacuum, pressure, and lack of air",
+ "Immune to radiation": "Immune to radiation",
+ "Disease, drug, and poison resistance": "Disease, drug, and poison resistance",
+ "Subtle physical improvements": "Subtle physical improvements",
+ "Can’t be possessed": "Can’t be possessed",
+ "Can climb walls": "Can climb walls",
+ "Efficient metabolism": "Efficient metabolism",
+ "Non-physical symbiote": "Non-physical symbiote",
+ "Downsides": "Downsides",
+ "Limited communication": "Limited communication",
+ "Body timeshare": "Body timeshare",
+ "Biological needs": "Biological needs",
+ "Personality conflicts": "Personality conflicts",
+ "Obvious mutations": "Obvious mutations",
+ "Distracting chatter": "Distracting chatter",
+ "Magical aura": "Magical aura",
+ "Integration": "Integration",
+ "Pick Upgrades and Faults to describe how you interact with machines:": "Pick Upgrades and Faults to describe how you interact with machines:",
+ "Upgrades": "Upgrades",
+ "Always connected": "Always connected",
+ "Specialised tools": "Specialised tools",
+ "Security specialist": "Security specialist",
+ "Intelligence database": "Intelligence database",
+ "Aim-assist": "Aim-assist",
+ "Heads-up display": "Heads-up display",
+ "Everything’s compatible": "Everything’s compatible",
+ "Speed typing": "Speed typing",
+ "Faults": "Faults",
+ "Need my gear": "Need my gear",
+ "Hackable brain": "Hackable brain",
+ "Specialised maintenance": "Specialised maintenance",
+ "Undisciplined": "Undisciplined",
+ "Overhyped rep": "Overhyped rep",
+ "Overconfidence": "Overconfidence",
+ "Buggy implants": "Buggy implants",
+ "Then pick how you gained these abilities.": "Then pick how you gained these abilities.",
+ "We Can Rebuild Them: You were rebuilt after a near-death, or actual death, experience. Who thought you were important enough to keep alive?": "We Can Rebuild Them: You were rebuilt after a near-death, or actual death, experience. Who thought you were important enough to keep alive?",
+ "Technopath: You have a magical relationship with machines. How did you gain or discover your powers?": "Technopath: You have a magical relationship with machines. How did you gain or discover your powers?",
+ "Volunteer: You volunteered to be upgraded. Who had the technology to do this to you?": "Volunteer: You volunteered to be upgraded. Who had the technology to do this to you?",
+ "Skillz: Sheer genius and hard work. What event made your reputation, and how does it cause you trouble?": "Skillz: Sheer genius and hard work. What event made your reputation, and how does it cause you trouble?",
+ "Artificial: You were created this way. What was your original purpose? Have you transcended it?": "Artificial: You were created this way. What was your original purpose? Have you transcended it?",
+ "Expatriation": "Expatriation",
+ "What was your home culture like?": "What was your home culture like?",
+ "Pick List": "Pick List",
+ "Pick one or more from at least two lines:Feudal, imperial, democratic, theocratic, mercantile, egalitarian, meritocratic, [something else]Lone homeworld, lone system, space habitats, interstellar, nomadic, scattered worlds, [something else]Caste system, wartorn, tyrannical, peaceful, rationalist, high-tech, low-tech, [something else]": "Pick one or more from at least two lines:- Feudal, imperial, democratic, theocratic, mercantile, egalitarian, meritocratic, [something else]
- Lone homeworld, lone system, space habitats, interstellar, nomadic, scattered worlds, [something else]
- Caste system, wartorn, tyrannical, peaceful, rationalist, high-tech, low-tech, [something else]
",
+ "Why did you leave?": "Why did you leave?",
+ "You had to escape": "You had to escape",
+ "You’re a scout, exploring new worlds": "You’re a scout, exploring new worlds",
+ "You’re a tourist, looking for interesting experiences": "You’re a tourist, looking for interesting experiences",
+ "You’re an emissary": "You’re an emissary",
+ "Why have you stayed on Earth?": "Why have you stayed on Earth?",
+ "To befriend": "To befriend",
+ "To teach": "To teach",
+ "To learn": "To learn",
+ "To protect it": "To protect it",
+ "What pulls you back home?": "What pulls you back home?",
+ "Homesickness": "Homesickness",
+ "SSK Org Tags": "SSK Org Tags",
+ "Steampunk gadgets": "Steampunk gadgets",
+ "Alchemical gadgets": "Alchemical gadgets",
+ "Industrial prototypes": "Industrial prototypes",
+ "Non-human integration": "Non-human integration",
+ "Extradimensional presence": "Extradimensional presence",
+ "Well-regarded": "Well-regarded",
+ "Strong allies": "Strong allies",
+ "Occult diplomacy": "Occult diplomacy",
+ "Otherworldly connections": "Otherworldly connections",
+ "Like family": "Like family",
+ "Good communication": "Good communication",
+ "No good monsters": "No good monsters",
+ "Skepticism": "Skepticism",
+ "Despised": "Despised",
+ "Under siege": "Under siege",
+ "Enemies abound": "Enemies abound",
+ "False family": "False family",
+ "Isolated": "Isolated",
+ "Otherworldly meddling": "Otherworldly meddling",
"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.",
@@ -3021,6 +3839,20 @@
"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.",
+ "Science Laboratory: A well-stocked facility for research, experiments, and analysis. Using these tools, get +1 forward to investigate a mystery whenever scientific tools and tests help.": "Science Laboratory: A well-stocked facility for research, experiments, and analysis. Using these tools, get +1 forward to investigate a mystery whenever scientific tools and tests help.",
+ "Supercomputer: Powerful computer servers. This can be used as a requirement for hacking (SSK, page 171) or other programming or computer-related moves.": "Supercomputer: Powerful computer servers. This can be used as a requirement for hacking (SSK, page 171) or other programming or computer-related moves.",
+ "Communications: With a scrying table or powerful transmitter, your haven has ways to reach out and talk to your allies. Or receive threats from enemies. This provides cinematic-style earbuds to all team members for constant communication, wherever they are.": "Communications: With a scrying table or powerful transmitter, your haven has ways to reach out and talk to your allies. Or receive threats from enemies. This provides cinematic-style earbuds to all team members for constant communication, wherever they are.",
+ "Vault: A space in which you keep a few special, potentially useful items (not weapons). If you need a specific tool, 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, the only thing you have that might work is horribly cursed.": "Vault: A space in which you keep a few special, potentially useful items (not weapons). If you need a specific tool, 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, the only thing you have that might work is horribly cursed.",
+ "Public Cover: A public face that people overlook. It might also help fund some of the bills, if it’s a business.": "Public Cover: A public face that people overlook. It might also help fund some of the bills, if it’s a business.",
+ "Choose the cover: small store, magic shoppe, library, generic office, something else:": "Choose the cover: small store, magic shoppe, library, generic office, something else:",
+ "Guardian: An ally that lives in your haven. They protect and monitor the haven while you’re away and provide aid in the case of an attack. ": "Guardian: An ally that lives in your haven. They protect and monitor the haven while you’re away and provide aid in the case of an attack. ",
+ "Their nature: spirit, AI, mysterious housekeeper, friendly monster, something else:": "Their nature: spirit, AI, mysterious housekeeper, friendly monster, something else:",
+ "Their ally type:": "Their ally type:",
+ "Security System: The walls, floors, and ceilings of the haven have been rigged with traps and tricks to harm and delay intruders. Archives mystical and digital have firewalls to keep people out. While armed, it can be a danger to allies and innocents as well as intruders.": "Security System: The walls, floors, and ceilings of the haven have been rigged with traps and tricks to harm and delay intruders. Archives mystical and digital have firewalls to keep people out. While armed, it can be a danger to allies and innocents as well as intruders.",
+ "Luxurious: The haven is particularly well-appointed and luxurious. Team members who take an hour to relax and enjoy the refreshments recover 1-harm.": "Luxurious: The haven is particularly well-appointed and luxurious. Team members who take an hour to relax and enjoy the refreshments recover 1-harm.",
+ "Hidden: The haven is difficult to find or locate for those that haven’t been invited.": "Hidden: The haven is difficult to find or locate for those that haven’t been invited.",
+ "Convenient: The haven is right in the centre of your town, close to almost everything you’ll need.": "Convenient: The haven is right in the centre of your town, close to almost everything you’ll need.",
+ "Mobile: You have a method of taking your base out on the road.": "Mobile: You have a method of taking your base out on the road.",
"Scientifical gadgets": "Scientifical gadgets",
"State-of-the-art alchemy": "State-of-the-art alchemy",
"Industrial marvels": "Industrial marvels",
@@ -3037,13 +3869,2005 @@
"Dubious motives": "Dubious motives",
"Short-sighted": "Short-sighted",
"Factionalised": "Factionalised",
+ "Pick a Story": "Pick a Story",
+ "Custom Story": "Custom Story",
+ "Action Scientist: Uncanny Nemesis": "Action Scientist: Uncanny Nemesis",
+ "Action Scientist: The Greater Good?": "Action Scientist: The Greater Good?",
+ "Celebrity: The Fiendish Fan": "Celebrity: The Fiendish Fan",
+ "Celebrity: Truth in Fiction": "Celebrity: Truth in Fiction",
+ "Changeling: Villains Like Myself": "Changeling: Villains Like Myself",
+ "Changeling: The Awakened One": "Changeling: The Awakened One",
+ "Chosen: The Severer of Destinies": "Chosen: The Severer of Destinies",
+ "Chosen: Great Responsibilities": "Chosen: Great Responsibilities",
+ "Covenant: The Ex": "Covenant: The Ex",
+ "Covenant: Priorities": "Covenant: Priorities",
+ "Crooked: Ghost of Crimes Past": "Crooked: Ghost of Crimes Past",
+ "Crooked: Robin Hood": "Crooked: Robin Hood",
+ "Curse-Eater: Dancing with Corruption": "Curse-Eater: Dancing with Corruption",
+ "Curse-Eater: The Curse on the World": "Curse-Eater: The Curse on the World",
+ "Divine: The Fallen One": "Divine: The Fallen One",
+ "Divine: Godhood": "Divine: Godhood",
+ "Envoy: A Harsh Reflection": "Envoy: A Harsh Reflection",
+ "Envoy: The Acquisition": "Envoy: The Acquisition",
+ "Exile: Modern Life": "Exile: Modern Life",
+ "Exile: Nemesis Game": "Exile: Nemesis Game",
+ "Expert: The Artifact": "Expert: The Artifact",
+ "Expert: The Evil Mentor": "Expert: The Evil Mentor",
+ "Flake: Deeper Conspiracy": "Flake: Deeper Conspiracy",
+ "Flake: The Benign Conspiracy": "Flake: The Benign Conspiracy",
+ "Forged: I Own You!": "Forged: I Own You!",
+ "Forged: Human for Good": "Forged: Human for Good",
+ "Gumshoe: Good Cop, Bad Cop": "Gumshoe: Good Cop, Bad Cop",
+ "Gumshoe: The First Case": "Gumshoe: The First Case",
+ "Hard Case: Is This All I’m Good For?": "Hard Case: Is This All I’m Good For?",
+ "Hard Case: Knocking Back": "Hard Case: Knocking Back",
+ "Hex: The Forbidden Coven": "Hex: The Forbidden Coven",
+ "Hex: Legacy of Witchcraft": "Hex: Legacy of Witchcraft",
+ "Host: Cohabitation": "Host: Cohabitation",
+ "Host: More of Them!": "Host: More of Them!",
+ "Initiate: The Prophet": "Initiate: The Prophet",
+ "Initiate: The Ancient Sanctuary": "Initiate: The Ancient Sanctuary",
+ "Interface: Connect": "Interface: Connect",
+ "Interface: Rogue AI": "Interface: Rogue AI",
+ "Meddling Kid: The League of Evil-Doers": "Meddling Kid: The League of Evil-Doers",
+ "Meddling Kid: Save the Community Centre!": "Meddling Kid: Save the Community Centre!",
+ "Monstrous: In My Footsteps": "Monstrous: In My Footsteps",
+ "Monstrous: The Misguided Hunter": "Monstrous: The Misguided Hunter",
+ "Mundane: The Normaliser": "Mundane: The Normaliser",
+ "Mundane: Precious Heart": "Mundane: Precious Heart",
+ "Pararomantic: A Monstrous Gift": "Pararomantic: A Monstrous Gift",
+ "Pararomantic: Normal Love": "Pararomantic: Normal Love",
+ "Professional: Missing in Action": "Professional: Missing in Action",
+ "Professional: Head Hunted": "Professional: Head Hunted",
+ "Searcher: Meddling Pseudoscientists": "Searcher: Meddling Pseudoscientists",
+ "Searcher: The Other Witness": "Searcher: The Other Witness",
+ "Sidekick: The Idol’s Weakness": "Sidekick: The Idol’s Weakness",
+ "Sidekick: Passing the Torch": "Sidekick: Passing the Torch",
+ "Snoop: Silence Them!": "Snoop: Silence Them!",
+ "Snoop: My Best Source": "Snoop: My Best Source",
+ "Spell-Slinger: Tool of Destruction": "Spell-Slinger: Tool of Destruction",
+ "Spell-Slinger: The Tournament of Mages": "Spell-Slinger: The Tournament of Mages",
+ "Spooktacular: A Private Performance": "Spooktacular: A Private Performance",
+ "Spooktacular: The Cruel Trickster": "Spooktacular: The Cruel Trickster",
+ "Spooky: My Darkest Day": "Spooky: My Darkest Day",
+ "Spooky: Desired by Shadows": "Spooky: Desired by Shadows",
+ "Summoned: Anchor of Normalcy": "Summoned: Anchor of Normalcy",
+ "Summoned: The Ultimate Revelation": "Summoned: The Ultimate Revelation",
+ "Visitor: The Troublesome Tourist": "Visitor: The Troublesome Tourist",
+ "Visitor: The Bridge": "Visitor: The Bridge",
+ "Wronged: A New Life": "Wronged: A New Life",
+ "Wronged: The Protégé": "Wronged: The Protégé",
+ "Description": "Description",
+ "Entry Points": "Entry Points",
+ "A perfect opportunity to start this hunter story is when:": "A perfect opportunity to start this hunter story is when:",
+ "Hunter Choices": "Hunter Choices",
+ "Story Beats": "Story Beats",
+ "Resolution Moves": "Resolution Moves",
+ "Resolution Moves Edit": "Resolution Moves Edit",
+ "Display of the moves is in the column to the right.": "Display of the moves is in the column to the right.",
+ "Resolution Moves Instructions": "Resolution Moves Instructions",
+ "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.": "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.",
+ "Move 1 Name": "Move 1 Name",
+ "Move 1 Description": "Move 1 Description",
+ "Move 2 Name": "Move 2 Name",
+ "Move 2 Description": "Move 2 Description",
+ "Move 3 Name": "Move 3 Name",
+ "Move 3 Description": "Move 3 Description",
+ "Move 4 Name": "Move 4 Name",
+ "Move 4 Description": "Move 4 Description",
+ "Move 5 Name": "Move 5 Name",
+ "Move 5 Description": "Move 5 Description",
+ "Uncanny Nemesis": "Uncanny Nemesis",
+ "This story centres on a strange enemy who has decided to work against the Action Scientist. This might be due to an old rivalry, because their goals are totally at odds, or some combination of both. This story tends to add a bit of lighthearted chaos to the game. However, an Uncanny Nemesis is still very dangerous.": "This story centres on a strange enemy who has decided to work against the Action Scientist. This might be due to an old rivalry, because their goals are totally at odds, or some combination of both. This story tends to add a bit of lighthearted chaos to the game. However, an Uncanny Nemesis is still very dangerous.",
+ "You encounter an alternate timeline, dimension, or effect allowing the Uncanny Nemesis into the world.": "You encounter an alternate timeline, dimension, or effect allowing the Uncanny Nemesis into the world.",
+ "Your group would like to move the focus of the team’s story more towards strange science mysteries.": "Your group would like to move the focus of the team’s story more towards strange science mysteries.",
+ "Choose the nature of the Uncanny Nemesis:": "Choose the nature of the Uncanny Nemesis:",
+ "An evil version of yourself.": "An evil version of yourself.",
+ "Alien.": "Alien.",
+ "Rogue general artificial intelligence.": "Rogue general artificial intelligence.",
+ "Billionaire evil “genius.”": "Billionaire evil “genius.”",
+ "Choose where they came from:": "Choose where they came from:",
+ "The past.": "The past.",
+ "The future.": "The future.",
+ "Alternate timeline or other dimension.": "Alternate timeline or other dimension.",
+ "Space.": "Space.",
+ "Beyond the edge of the multiverse.": "Beyond the edge of the multiverse.",
+ "Choose their goal:": "Choose their goal:",
+ "Defeat you specifically. It’s very personal, for some reason.": "Defeat you specifically. It’s very personal, for some reason.",
+ "Rule the world as a science dictator.": "Rule the world as a science dictator.",
+ "Return to their home, which will destroy this world as a side effect.": "Return to their home, which will destroy this world as a side effect.",
+ "Create an institute for dangerous scientists.": "Create an institute for dangerous scientists.",
+ "Who knows? Nothing they say or do makes any sense.": "Who knows? Nothing they say or do makes any sense.",
+ "Choose the style of gadgets and technology that they use:": "Choose the style of gadgets and technology that they use:",
+ "Basic weird science.": "Basic weird science.",
+ "Crystals.": "Crystals.",
+ "Parapsychological or fringe sciences.": "Parapsychological or fringe sciences.",
+ "Shiny high tech.": "Shiny high tech.",
+ "Retro high tech.": "Retro high tech.",
+ "Lots of biotech. It’s kinda gross.": "Lots of biotech. It’s kinda gross.",
+ "You encounter your Uncanny Nemesis.": "You encounter your Uncanny Nemesis.",
+ "You discover a new fact about the Uncanny Nemesis and their plans.": "You discover a new fact about the Uncanny Nemesis and their plans.",
+ "The Uncanny Nemesis threatens or hurts someone you care about.": "The Uncanny Nemesis threatens or hurts someone you care about.",
+ "You spend time planning with the team how to deal with a science-style phenomenon.": "You spend time planning with the team how to deal with a science-style phenomenon.",
+ "You join forces with the Uncanny Nemesis to deal with a more pressing problem.": "You join forces with the Uncanny Nemesis to deal with a more pressing problem.",
+ "The Greater Good?": "The Greater Good?",
+ "This story asks questions about your Action Scientist’s goals. Is hunting monsters the best way to use your abilities, or would you be better off devoting your time to research that helps people more broadly? This is an internally focused story. If you take it on, be prepared to bring it into the game as you play. The Keeper has tools in the arc to apply thematic pressures, but you need to push it yourself more than most hunter stories.": "This story asks questions about your Action Scientist’s goals. Is hunting monsters the best way to use your abilities, or would you be better off devoting your time to research that helps people more broadly? This is an internally focused story. If you take it on, be prepared to bring it into the game as you play. The Keeper has tools in the arc to apply thematic pressures, but you need to push it yourself more than most hunter stories.",
+ "The hunters fail to prevent a terrible event during a mystery.": "The hunters fail to prevent a terrible event during a mystery.",
+ "You’ve been thinking about the potential positive benefits for society that your research could have.": "You’ve been thinking about the potential positive benefits for society that your research could have.",
+ "Choose what you could be achieving in your area of study if you weren’t monster hunting:": "Choose what you could be achieving in your area of study if you weren’t monster hunting:",
+ "Directly saving lives.": "Directly saving lives.",
+ "Helping with a global problem.": "Helping with a global problem.",
+ "Improving society.": "Improving society.",
+ "Directly helping people in need.": "Directly helping people in need.",
+ "Choose what made you doubt the value of monster hunting:": "Choose what made you doubt the value of monster hunting:",
+ "We cause too much collateral damage.": "We cause too much collateral damage.",
+ "A tragic event in a recent mystery.": "A tragic event in a recent mystery.",
+ "Many monsters are victims too, needing a cure instead of destruction.": "Many monsters are victims too, needing a cure instead of destruction.",
+ "You realised you were only doing this for the excitement.": "You realised you were only doing this for the excitement.",
+ "Choose what stops you from giving up hunting immediately:": "Choose what stops you from giving up hunting immediately:",
+ "There are still bystanders in danger everywhere.": "There are still bystanders in danger everywhere.",
+ "A specific nemesis.": "A specific nemesis.",
+ "Someone close to you is being specifically targeted by monsters.": "Someone close to you is being specifically targeted by monsters.",
+ "You doubt you’ll fit in at a university or laboratory any more.": "You doubt you’ll fit in at a university or laboratory any more.",
+ "Your actions cause an accident or harm during a mystery.": "Your actions cause an accident or harm during a mystery.",
+ "You talk to someone about your goals and ideals.": "You talk to someone about your goals and ideals.",
+ "You see evidence that action science isn’t the best way to deal with a problem.": "You see evidence that action science isn’t the best way to deal with a problem.",
+ "Someone is badly hurt or dies in the course of a mystery.": "Someone is badly hurt or dies in the course of a mystery.",
+ "You see problems caused by ignorance or ill-advised use of science and technology.": "You see problems caused by ignorance or ill-advised use of science and technology.",
+ "The Fiendish Fan": "The Fiendish Fan",
+ "A powerful monster turns out to be a huge fan. They show it in extremely disturbing ways, but stopping them won’t be easy.": "A powerful monster turns out to be a huge fan. They show it in extremely disturbing ways, but stopping them won’t be easy.",
+ "You’ve had great successes as a performer.": "You’ve had great successes as a performer.",
+ "A regular fan has been causing you some difficulty.": "A regular fan has been causing you some difficulty.",
+ "Choose who the monster is and why they’re powerful:": "Choose who the monster is and why they’re powerful:",
+ "A leader among people-turned-monsters: vampires, werewolves, something else:": "A leader among people-turned-monsters: vampires, werewolves, something else:",
+ "A powerful undead who cheated death via: magic, artifact, pacts, something else:": "A powerful undead who cheated death via: magic, artifact, pacts, something else:",
+ "A superhuman being from another world: demon, elemental, alien, something else:": "A superhuman being from another world: demon, elemental, alien, something else:",
+ "An old enemy of your hunter team:": "An old enemy of your hunter team:",
+ "Someone, or something, else:": "Someone, or something, else:",
+ "Choose at least one way they show their admiration for your work:": "Choose at least one way they show their admiration for your work:",
+ "Shower you with gruesome, disgusting, or unwanted gifts.": "Shower you with gruesome, disgusting, or unwanted gifts.",
+ "Kill or hurt people who dislike your performances.": "Kill or hurt people who dislike your performances.",
+ "Try to get a trophy of you—or maybe you as a trophy.": "Try to get a trophy of you—or maybe you as a trophy.",
+ "Create cursed, and dangerous, art inspired by you.": "Create cursed, and dangerous, art inspired by you.",
+ "Corrupt your human fans.": "Corrupt your human fans.",
+ "Choose at least one reason why they’re difficult to destroy:": "Choose at least one reason why they’re difficult to destroy:",
+ "If you move against them, they’ll do something horrible.": "If you move against them, they’ll do something horrible.",
+ "They can ruin your show business career.": "They can ruin your show business career.",
+ "Their weakness is well-hidden.": "Their weakness is well-hidden.",
+ "Using their weakness is an evil act in itself.": "Using their weakness is an evil act in itself.",
+ "You take extra precautions to protect yourself against the Fiendish Fan.": "You take extra precautions to protect yourself against the Fiendish Fan.",
+ "You return to the performance that made the Fiendish Fan first notice you.": "You return to the performance that made the Fiendish Fan first notice you.",
+ "You react to the Fiendish Fan’s praise and gifts.": "You react to the Fiendish Fan’s praise and gifts.",
+ "You meet with the Fiendish Fan.": "You meet with the Fiendish Fan.",
+ "You try to influence your other fans.": "You try to influence your other fans.",
+ "Truth in Fiction": "Truth in Fiction",
+ "It turns out a story you starred in traces back to a very big, and very real, occult problem or conspiracy. The story resurfaces now, and you have the best shot at stopping the evil behind it.": "It turns out a story you starred in traces back to a very big, and very real, occult problem or conspiracy. The story resurfaces now, and you have the best shot at stopping the evil behind it.",
+ "The series’s overarching themes start to emerge.": "The series’s overarching themes start to emerge.",
+ "A mystery shows similarities to a story you starred in.": "A mystery shows similarities to a story you starred in.",
+ "Choose what kind of story it was:": "Choose what kind of story it was:",
+ "A possession.": "A possession.",
+ "A haunted house.": "A haunted house.",
+ "Abduction by a monster.": "Abduction by a monster.",
+ "A fight against a monster.": "A fight against a monster.",
+ "A person changing into a monster.": "A person changing into a monster.",
+ "Choose at least one way in which the story is connected to a real, large problem:": "Choose at least one way in which the story is connected to a real, large problem:",
+ "Similar events start occurring all around.": "Similar events start occurring all around.",
+ "Rituals and magic you depicted are being used for real.": "Rituals and magic you depicted are being used for real.",
+ "It used a fictional monster breed, which now turns out to be real.": "It used a fictional monster breed, which now turns out to be real.",
+ "It used a fictional or disbanded group as villains, and now they’re real.": "It used a fictional or disbanded group as villains, and now they’re real.",
+ "Choose what edge your performance gave you in tackling the real problem:": "Choose what edge your performance gave you in tackling the real problem:",
+ "You’ve gotten to know people who research this.": "You’ve gotten to know people who research this.",
+ "You’ve learned the real occult lore behind such events.": "You’ve learned the real occult lore behind such events.",
+ "You’ve practised defending yourself against this kind of threat.": "You’ve practised defending yourself against this kind of threat.",
+ "You know some random facts and names that turn out to be clues.": "You know some random facts and names that turn out to be clues.",
+ "Your fans believed the story to be real even before, and will help you now.": "Your fans believed the story to be real even before, and will help you now.",
+ "You experience for real something you’ve experienced on set before.": "You experience for real something you’ve experienced on set before.",
+ "You find new evidence that it really happened.": "You find new evidence that it really happened.",
+ "Your experience from the set helps in the investigation.": "Your experience from the set helps in the investigation.",
+ "You interact with fans of the story that turns out to be true now.": "You interact with fans of the story that turns out to be true now.",
+ "People disbelieve you about monsters and magic due to your reputation as a performer.": "People disbelieve you about monsters and magic due to your reputation as a performer.",
+ "Villains Like Myself": "Villains Like Myself",
+ "A group of creatures of your species stir up serious trouble. Worse yet, they’re somehow connected to you, and their actions make your life harder.": "A group of creatures of your species stir up serious trouble. Worse yet, they’re somehow connected to you, and their actions make your life harder.",
+ "The wider society of monsters becomes important in your series.": "The wider society of monsters becomes important in your series.",
+ "Your morality is questioned by yourself or by other hunters.": "Your morality is questioned by yourself or by other hunters.",
+ "Choose at least one form of villainy they’re up to:": "Choose at least one form of villainy they’re up to:",
+ "Killing people.": "Killing people.",
+ "Kidnapping people.": "Kidnapping people.",
+ "Stealing money or objects.": "Stealing money or objects.",
+ "Destroying places or objects.": "Destroying places or objects.",
+ "Preying on people’s life force, magic, etc.": "Preying on people’s life force, magic, etc.",
+ "Creating exploitative companies and organisations.": "Creating exploitative companies and organisations.",
+ "Choose how they’re connected to you:": "Choose how they’re connected to you:",
+ "They’re the ones who left you with humans.": "They’re the ones who left you with humans.",
+ "They were left with humans by the same beings who left you.": "They were left with humans by the same beings who left you.",
+ "You’re part of the same nest, breed, or group.": "You’re part of the same nest, breed, or group.",
+ "You’re mentioned in the same prophecy.": "You’re mentioned in the same prophecy.",
+ "The same group hunts you all.": "The same group hunts you all.",
+ "Choose at least one reason why their actions target you personally:": "Choose at least one reason why their actions target you personally:",
+ "They are after you.": "They are after you.",
+ "They want to convince, or force, you to join them.": "They want to convince, or force, you to join them.",
+ "They make other dangerous people or creatures hunt your species.": "They make other dangerous people or creatures hunt your species.",
+ "You have a telepathic connection and you relive their atrocities.": "You have a telepathic connection and you relive their atrocities.",
+ "You behave similarly to the Villains.": "You behave similarly to the Villains.",
+ "You try to reason with the Villains.": "You try to reason with the Villains.",
+ "You do something to prove you’re not like the Villains.": "You do something to prove you’re not like the Villains.",
+ "You save others (hunters or ordinary people) from the Villains.": "You save others (hunters or ordinary people) from the Villains.",
+ "You learn something new about yourself thanks to the Villains.": "You learn something new about yourself thanks to the Villains.",
+ "The Awakened One": "The Awakened One",
+ "A mortal connected to you turns out to be not-so-ordinary. Maybe they’re a changeling just like you, or maybe a different sort of supernatural power awoke within them. Either way, they’re lost, in danger, and dangerous, and you’re the best person to help them navigate this situation.": "A mortal connected to you turns out to be not-so-ordinary. Maybe they’re a changeling just like you, or maybe a different sort of supernatural power awoke within them. Either way, they’re lost, in danger, and dangerous, and you’re the best person to help them navigate this situation.",
+ "The team meets a new, intriguing bystander.": "The team meets a new, intriguing bystander.",
+ "You have a moment of feeling completely alone.": "You have a moment of feeling completely alone.",
+ "Choose the Awakened One’s connection to you:": "Choose the Awakened One’s connection to you:",
+ "A member of your mortal family.": "A member of your mortal family.",
+ "A human friend or lover of yours.": "A human friend or lover of yours.",
+ "Someone you work with professionally.": "Someone you work with professionally.",
+ "Someone important to your town or neighbourhood.": "Someone important to your town or neighbourhood.",
+ "Someone who opposes or hunts you.": "Someone who opposes or hunts you.",
+ "Choose what power awoke in them:": "Choose what power awoke in them:",
+ "They’re a changeling, very similar to you.": "They’re a changeling, very similar to you.",
+ "They’re a changeling, but with powers vastly different than yours.": "They’re a changeling, but with powers vastly different than yours.",
+ "They have powerful psychic powers.": "They have powerful psychic powers.",
+ "They became an oracle or seer.": "They became an oracle or seer.",
+ "They are turning into a monster.": "They are turning into a monster.",
+ "Choose at least one danger they’re in that you want to help them with:": "Choose at least one danger they’re in that you want to help them with:",
+ "They can hurt themself with their powers.": "They can hurt themself with their powers.",
+ "They can hurt others with their powers.": "They can hurt others with their powers.",
+ "Their powers can make them into someone evil.": "Their powers can make them into someone evil.",
+ "Their powers make their friends and family shun them.": "Their powers make their friends and family shun them.",
+ "Their powers attract dangerous people, monsters, or phenomena.": "Their powers attract dangerous people, monsters, or phenomena.",
+ "You devote time to the Awakened One.": "You devote time to the Awakened One.",
+ "The Awakened One’s powers cause trouble.": "The Awakened One’s powers cause trouble.",
+ "The Awakened One’s powers offer great help.": "The Awakened One’s powers offer great help.",
+ "The Awakened One is rejected because of their powers.": "The Awakened One is rejected because of their powers.",
+ "The Awakened One’s approach to their powers changes.": "The Awakened One’s approach to their powers changes.",
+ "The Severer of Destinies": "The Severer of Destinies",
+ "You have a destiny—making you the champion and plaything of great powers. It seemed you’re doomed to this role until death, but maybe there’s a chance to be just yourself? You heard a rumour: the Severer of Destinies. Something—or someone—who can strip people of their destiny. As the chosen one, will you escape your Destiny, or stop this power being used for evil?": "You have a destiny—making you the champion and plaything of great powers. It seemed you’re doomed to this role until death, but maybe there’s a chance to be just yourself? You heard a rumour: the Severer of Destinies. Something—or someone—who can strip people of their destiny. As the chosen one, will you escape your Destiny, or stop this power being used for evil?",
+ "You just learned the hard way how oppressive your destiny is.": "You just learned the hard way how oppressive your destiny is.",
+ "You have a chance for an ordinary life, but that life is incompatible with your destiny.": "You have a chance for an ordinary life, but that life is incompatible with your destiny.",
+ "Choose what or who the Severer of Destinies is:": "Choose what or who the Severer of Destinies is:",
+ "A weapon able to cut the fabric of fate.": "A weapon able to cut the fabric of fate.",
+ "An artifact able to remake and destroy destinies.": "An artifact able to remake and destroy destinies.",
+ "A monster able to make fate wither and die.": "A monster able to make fate wither and die.",
+ "A merchant who buys people’s destinies.": "A merchant who buys people’s destinies.",
+ "A beautiful item that allows you to pass a destiny to someone else who gets it from you.": "A beautiful item that allows you to pass a destiny to someone else who gets it from you.",
+ "A big magic ritual to renounce a destiny.": "A big magic ritual to renounce a destiny.",
+ "Choose one or more reasons why you want to seek the Severer:": "Choose one or more reasons why you want to seek the Severer:",
+ "You want to sever your destiny.": "You want to sever your destiny.",
+ "You want to destroy it, so destinies become unseverable.": "You want to destroy it, so destinies become unseverable.",
+ "You want to stop someone else from severing their, or your, destiny.": "You want to stop someone else from severing their, or your, destiny.",
+ "Someone gave the Severer something as payment, and you need it. What is it?": "Someone gave the Severer something as payment, and you need it. What is it?",
+ "You want to sever someone else’s destiny because it contradicts yours.": "You want to sever someone else’s destiny because it contradicts yours.",
+ "You want to sever someone else’s destiny because it is too cruel.": "You want to sever someone else’s destiny because it is too cruel.",
+ "You hope to tinker with your destiny, changing but not severing it completely.": "You hope to tinker with your destiny, changing but not severing it completely.",
+ "Choose at least one other person who seeks the Severer, but clearly shouldn’t get it:": "Choose at least one other person who seeks the Severer, but clearly shouldn’t get it:",
+ "A monster who wants to add it to their hoard.": "A monster who wants to add it to their hoard.",
+ "A seer who uses their connection to fate badly.": "A seer who uses their connection to fate badly.",
+ "An alchemist who wants to create the Philosopher’s Stone.": "An alchemist who wants to create the Philosopher’s Stone.",
+ "A Chosen One of evil, wanting to reinforce their apocalyptic destiny.": "A Chosen One of evil, wanting to reinforce their apocalyptic destiny.",
+ "Another hunter on your team with a dark destiny. You wish them all the best, but don’t want them to tinker with fate. Choose this option with the player’s approval.": "Another hunter on your team with a dark destiny. You wish them all the best, but don’t want them to tinker with fate. Choose this option with the player’s approval.",
+ "You use the Severer, or learn that someone else has used it.": "You use the Severer, or learn that someone else has used it.",
+ "You find or contact the Severer, or learn someone else did.": "You find or contact the Severer, or learn someone else did.",
+ "You make a big decision about what to do with the Severer.": "You make a big decision about what to do with the Severer.",
+ "You gain or lose something, or someone, precious due to your destiny.": "You gain or lose something, or someone, precious due to your destiny.",
+ "Another hunter gains, or loses, a substantial destiny.": "Another hunter gains, or loses, a substantial destiny.",
+ "Great Responsibilities": "Great Responsibilities",
+ "Someone close to you has been burdened with a great responsibility, and needs all the help they can get to cope with it. And if there is an expert on great responsibilities, clearly it’s you. How will you help them cope with it? Or maybe it would be better to convince them to refuse it?": "Someone close to you has been burdened with a great responsibility, and needs all the help they can get to cope with it. And if there is an expert on great responsibilities, clearly it’s you. How will you help them cope with it? Or maybe it would be better to convince them to refuse it?",
+ "You meet someone burdened with a great responsibility.": "You meet someone burdened with a great responsibility.",
+ "An important new bystander appears in the series, and you’re not yet sure what their connection to the team will be.": "An important new bystander appears in the series, and you’re not yet sure what their connection to the team will be.",
+ "Decide how you’re related to this person:": "Decide how you’re related to this person:",
+ "A younger member of your family.": "A younger member of your family.",
+ "Your partner.": "Your partner.",
+ "Your ex-partner.": "Your ex-partner.",
+ "A redeemed monster you’ve fought before.": "A redeemed monster you’ve fought before.",
+ "A person you’ve seen on the street, strongly feeling fate whirling around them.": "A person you’ve seen on the street, strongly feeling fate whirling around them.",
+ "Another hunter (with the player’s permission).": "Another hunter (with the player’s permission).",
+ "Choose their responsibility:": "Choose their responsibility:",
+ "They share your destiny.": "They share your destiny.",
+ "They’ve received their own destiny. Choose heroic and doom tags for it.": "They’ve received their own destiny. Choose heroic and doom tags for it.",
+ "They were granted a great and dangerous power.": "They were granted a great and dangerous power.",
+ "They were elevated to a position of authority and responsibility.": "They were elevated to a position of authority and responsibility.",
+ "Choose at least one problem related to their responsibility you can help them with:": "Choose at least one problem related to their responsibility you can help them with:",
+ "It comes at a great personal cost.": "It comes at a great personal cost.",
+ "It forces them to use violence, probably against monsters.": "It forces them to use violence, probably against monsters.",
+ "It forces them to study the supernatural.": "It forces them to study the supernatural.",
+ "It contradicts their morals and ideals.": "It contradicts their morals and ideals.",
+ "It alienates them from those they hold dear.": "It alienates them from those they hold dear.",
+ "It binds them to you, and they hate it.": "It binds them to you, and they hate it.",
+ "It makes them an enemy of someone powerful.": "It makes them an enemy of someone powerful.",
+ "Powerful beings want to steal their responsibility from them.": "Powerful beings want to steal their responsibility from them.",
+ "The Burdened One is greatly helped, or hindered, by the advice you gave them.": "The Burdened One is greatly helped, or hindered, by the advice you gave them.",
+ "Your destiny and the Burdened One’s responsibility clash.": "Your destiny and the Burdened One’s responsibility clash.",
+ "Someone turns away from or bonds with you because of your destiny.": "Someone turns away from or bonds with you because of your destiny.",
+ "You devote time and energy to helping other hunters with their responsibility.": "You devote time and energy to helping other hunters with their responsibility.",
+ "You endanger yourself or the mystery to escape from responsibility.": "You endanger yourself or the mystery to escape from responsibility.",
+ "The Ex": "The Ex",
+ "The Covenant had a very important relationship in the past. It ended badly. This person from the past now has a new flame, and is back in your life whether either of you want it or not.": "The Covenant had a very important relationship in the past. It ended badly. This person from the past now has a new flame, and is back in your life whether either of you want it or not.",
+ "The hunters are curious if you had other allies in the past.": "The hunters are curious if you had other allies in the past.",
+ "The team angers a friendly bystander or ally.": "The team angers a friendly bystander or ally.",
+ "Choose your Ex and decide with the Keeper how the relationship went bad:": "Choose your Ex and decide with the Keeper how the relationship went bad:",
+ "A person you collaborated with in the past.": "A person you collaborated with in the past.",
+ "The first entity you ever summoned.": "The first entity you ever summoned.",
+ "Your old teammate who you parted ways with.": "Your old teammate who you parted ways with.",
+ "A past lover from a relationship that never seemed to be healthy for either of you.": "A past lover from a relationship that never seemed to be healthy for either of you.",
+ "Choose who or what their new flame is:": "Choose who or what their new flame is:",
+ "A dark master who is now giving them orders.": "A dark master who is now giving them orders.",
+ "A new lover who seems to be either another you or your exact opposite.": "A new lover who seems to be either another you or your exact opposite.",
+ "An expert in a similar field to your own.": "An expert in a similar field to your own.",
+ "A devoted cultist who practically worships them.": "A devoted cultist who practically worships them.",
+ "An employee who doesn’t give them any argument.": "An employee who doesn’t give them any argument.",
+ "Choose what brings them back into your life:": "Choose what brings them back into your life:",
+ "They want revenge on you for perceived wrongs.": "They want revenge on you for perceived wrongs.",
+ "They have a job to do and they want your help.": "They have a job to do and they want your help.",
+ "They want something from another hunter or ally.": "They want something from another hunter or ally.",
+ "You both have similar goals. Can you cooperate, or will you sabotage each other?": "You both have similar goals. Can you cooperate, or will you sabotage each other?",
+ "Bizarre happenstance keeps bringing you together.": "Bizarre happenstance keeps bringing you together.",
+ "You have a major argument with your Ex.": "You have a major argument with your Ex.",
+ "You have a serious conversation with an ally or hunter about your Ex.": "You have a serious conversation with an ally or hunter about your Ex.",
+ "You come to an understanding, not necessarily a friendly one, with your Ex.": "You come to an understanding, not necessarily a friendly one, with your Ex.",
+ "You and your ally outperform your Ex.": "You and your ally outperform your Ex.",
+ "You and your Ex cooperate to solve a problem.": "You and your Ex cooperate to solve a problem.",
+ "Priorities": "Priorities",
+ "The Covenant’s allies have their own needs and demands and sometimes those clash with their own. This is similar to the Covenant’s special move, but here has a broader impact and deeper implications.": "The Covenant’s allies have their own needs and demands and sometimes those clash with their own. This is similar to the Covenant’s special move, but here has a broader impact and deeper implications.",
+ "Your ally misses a major opportunity during a mystery.": "Your ally misses a major opportunity during a mystery.",
+ "Something terrible happens to an ally during a mystery.": "Something terrible happens to an ally during a mystery.",
+ "Choose what new development has come into the ally’s life:": "Choose what new development has come into the ally’s life:",
+ "Family member in need.": "Family member in need.",
+ "Romantic interest.": "Romantic interest.",
+ "A threat.": "A threat.",
+ "Health problems.": "Health problems.",
+ "A long-term goal.": "A long-term goal.",
+ "Choose how this causes a problem in your life:": "Choose how this causes a problem in your life:",
+ "Conflicting loyalties.": "Conflicting loyalties.",
+ "Desire to handle it alone.": "Desire to handle it alone.",
+ "Doesn’t want to look weak.": "Doesn’t want to look weak.",
+ "Trying not to be a distraction.": "Trying not to be a distraction.",
+ "Ambition and envy.": "Ambition and envy.",
+ "Choose who, or what, is encouraging the ally to stand up for themself:": "Choose who, or what, is encouraging the ally to stand up for themself:",
+ "Suspicious dreams.": "Suspicious dreams.",
+ "An innocuous acquaintance.": "An innocuous acquaintance.",
+ "A disapproving relative.": "A disapproving relative.",
+ "A concerned doctor or healer.": "A concerned doctor or healer.",
+ "An enabler of addiction.": "An enabler of addiction.",
+ "An occultist offering secrets.": "An occultist offering secrets.",
+ "A rampant AI.": "A rampant AI.",
+ "You notice your ally is troubled, and decide to deal with it now, or leave it for later.": "You notice your ally is troubled, and decide to deal with it now, or leave it for later.",
+ "You convince your ally to open up to you.": "You convince your ally to open up to you.",
+ "You help your ally without asking them about their problems.": "You help your ally without asking them about their problems.",
+ "You get into an argument with your ally over this situation.": "You get into an argument with your ally over this situation.",
+ "Either you or your ally shut down an attempt to bring the problem into the open.": "Either you or your ally shut down an attempt to bring the problem into the open.",
+ "Ghost of Crimes Past": "Ghost of Crimes Past",
+ "Your past crimes gave life to a malevolent, supernatural entity. Now it’s bringing trouble into your life, and you might be the only person able to stop it.": "Your past crimes gave life to a malevolent, supernatural entity. Now it’s bringing trouble into your life, and you might be the only person able to stop it.",
+ "You open up to the other hunters about your criminal past.": "You open up to the other hunters about your criminal past.",
+ "You cut some ties to your criminal past.": "You cut some ties to your criminal past.",
+ "Choose who, or what, the Ghost is:": "Choose who, or what, the Ghost is:",
+ "A literal ghost of somebody whose death you caused.": "A literal ghost of somebody whose death you caused.",
+ "A monster whom you summoned for personal gain, and now roams free.": "A monster whom you summoned for personal gain, and now roams free.",
+ "Your evil, amoral double, created by magic or your dark emotions.": "Your evil, amoral double, created by magic or your dark emotions.",
+ "A dangerous artifact you’ve unearthed or activated.": "A dangerous artifact you’ve unearthed or activated.",
+ "A phenomenon arising from dark emotions you’ve had or caused.": "A phenomenon arising from dark emotions you’ve had or caused.",
+ "Choose at least one evil the Ghost is up to now:": "Choose at least one evil the Ghost is up to now:",
+ "Destroying everything you hold dear.": "Destroying everything you hold dear.",
+ "Tempting or forcing others to commit crimes you’ve once committed.": "Tempting or forcing others to commit crimes you’ve once committed.",
+ "Wreaking havoc in the district you operated in.": "Wreaking havoc in the district you operated in.",
+ "Forcing you back into a life of crime.": "Forcing you back into a life of crime.",
+ "Finishing a dark plan you’ve renounced midway.": "Finishing a dark plan you’ve renounced midway.",
+ "Choose at least one reason why you have to take care of it:": "Choose at least one reason why you have to take care of it:",
+ "Only you can destroy it.": "Only you can destroy it.",
+ "When you act against it, it leaves its other plans and focuses entirely on you.": "When you act against it, it leaves its other plans and focuses entirely on you.",
+ "It is powered by your life force, and its actions gradually drain you.": "It is powered by your life force, and its actions gradually drain you.",
+ "It turns your old friends and contacts against you.": "It turns your old friends and contacts against you.",
+ "You want to clear your name.": "You want to clear your name.",
+ "Other hunters won’t treat you as one of their own if you don’t destroy it.": "Other hunters won’t treat you as one of their own if you don’t destroy it.",
+ "You get a chance to repeat the crime that created the Ghost.": "You get a chance to repeat the crime that created the Ghost.",
+ "You directly confront the Ghost.": "You directly confront the Ghost.",
+ "You atone, at least partially, for the crime that created the Ghost.": "You atone, at least partially, for the crime that created the Ghost.",
+ "You protect someone from the Ghost.": "You protect someone from the Ghost.",
+ "You learn something new about yourself due to the Ghost.": "You learn something new about yourself due to the Ghost.",
+ "Robin Hood": "Robin Hood",
+ "Someone in the criminal underworld tries to do some good. They make you proud, if maybe a bit envious, but they need help and protection. Others might ask why they remain in the criminal underworld, but you know leaving isn’t that simple, and you’re sure they’re doing their best.": "Someone in the criminal underworld tries to do some good. They make you proud, if maybe a bit envious, but they need help and protection. Others might ask why they remain in the criminal underworld, but you know leaving isn’t that simple, and you’re sure they’re doing their best.",
+ "The series takes place wherever you came from.": "The series takes place wherever you came from.",
+ "The series becomes heavily involved with the criminal or occult underworld.": "The series becomes heavily involved with the criminal or occult underworld.",
+ "Choose who plays Robin Hood. With the Keeper’s approval, it can be a person from your heat:": "Choose who plays Robin Hood. With the Keeper’s approval, it can be a person from your heat:",
+ "Your ex-assistant.": "Your ex-assistant.",
+ "Your ex-gang.": "Your ex-gang.",
+ "Your ex-rival.": "Your ex-rival.",
+ "A detective-turned-criminal.": "A detective-turned-criminal.",
+ "A supernatural creature with ties to the underworld.": "A supernatural creature with ties to the underworld.",
+ "Choose at least one form of good they’re trying to do:": "Choose at least one form of good they’re trying to do:",
+ "They’re stealing from the rich and giving to the poor.": "They’re stealing from the rich and giving to the poor.",
+ "They protect people in districts where the police don’t go.": "They protect people in districts where the police don’t go.",
+ "They’re combating monsters and occultists who abuse their powers.": "They’re combating monsters and occultists who abuse their powers.",
+ "They’ve doing illegal stuff to cover up for monster hunters, including you.": "They’ve doing illegal stuff to cover up for monster hunters, including you.",
+ "Choose at least one form of help they need from you:": "Choose at least one form of help they need from you:",
+ "Instruction and advice about criminal stuff.": "Instruction and advice about criminal stuff.",
+ "Instruction and advice about supernatural stuff.": "Instruction and advice about supernatural stuff.",
+ "Protection from monsters.": "Protection from monsters.",
+ "Protection from other criminals.": "Protection from other criminals.",
+ "Confirmation that what they are doing is right.": "Confirmation that what they are doing is right.",
+ "The truth about your underworld activities.": "The truth about your underworld activities.",
+ "The truth about your monster hunts.": "The truth about your monster hunts.",
+ "Your advice greatly helps the ones playing Robin Hood.": "Your advice greatly helps the ones playing Robin Hood.",
+ "You, or another hunter, commit a crime for the greater good.": "You, or another hunter, commit a crime for the greater good.",
+ "You get proof that one of the Robin Hoods is better than you.": "You get proof that one of the Robin Hoods is better than you.",
+ "You oppose the law to help the Robin Hoods.": "You oppose the law to help the Robin Hoods.",
+ "You see one of the Robin Hoods going too far.": "You see one of the Robin Hoods going too far.",
+ "Dancing with Corruption": "Dancing with Corruption",
+ "This story explores the nature of corruption for your Curse-Eater, and whether they have a future.": "This story explores the nature of corruption for your Curse-Eater, and whether they have a future.",
+ "You unleashed power and something really bad resulted.": "You unleashed power and something really bad resulted.",
+ "You gain corruption.": "You gain corruption.",
+ "Choose who, or what, can teach you the secrets behind your powers:": "Choose who, or what, can teach you the secrets behind your powers:",
+ "An immortal teacher.": "An immortal teacher.",
+ "A hidden school.": "A hidden school.",
+ "A lost tome of knowledge.": "A lost tome of knowledge.",
+ "The ghost of a long-dead curse-eater.": "The ghost of a long-dead curse-eater.",
+ "A secret society.": "A secret society.",
+ "Choose what it will cost you to learn these secrets:": "Choose what it will cost you to learn these secrets:",
+ "A priceless sacrifice.": "A priceless sacrifice.",
+ "A part of yourself.": "A part of yourself.",
+ "A long period of service.": "A long period of service.",
+ "Accepting an onerous duty.": "Accepting an onerous duty.",
+ "Choose the danger this knowledge awakens:": "Choose the danger this knowledge awakens:",
+ "Greater dangers when unleashing power.": "Greater dangers when unleashing power.",
+ "Angering a powerful magical or divine entity.": "Angering a powerful magical or divine entity.",
+ "Breaking the rules of the universe.": "Breaking the rules of the universe.",
+ "It makes you a target.": "It makes you a target.",
+ "Choose who else seeks this knowledge, and why:": "Choose who else seeks this knowledge, and why:",
+ "Another curse-eater, ruthless and power-hungry, to gain terrible power.": "Another curse-eater, ruthless and power-hungry, to gain terrible power.",
+ "A monster, to free themself of their breed limitations.": "A monster, to free themself of their breed limitations.",
+ "A wizard, to gain powerful magic.": "A wizard, to gain powerful magic.",
+ "A strange spirit, for unknown reasons.": "A strange spirit, for unknown reasons.",
+ "A secret society or cult, to gather mystic power.": "A secret society or cult, to gather mystic power.",
+ "You unleash power and something bad happens.": "You unleash power and something bad happens.",
+ "You decide not to consume a curse because you fear what it might do.": "You decide not to consume a curse because you fear what it might do.",
+ "You talk with someone about your relationship to magic.": "You talk with someone about your relationship to magic.",
+ "You gain a major new understanding about your powers.": "You gain a major new understanding about your powers.",
+ "The Curse on the World": "The Curse on the World",
+ "In this story, the Curse-Eater discovers a massive curse that affects the whole world. Something needs to be done to destroy it, but is it safe to devour it yourself? If you don’t, what happens if someone evil does so instead?": "In this story, the Curse-Eater discovers a massive curse that affects the whole world. Something needs to be done to destroy it, but is it safe to devour it yourself? If you don’t, what happens if someone evil does so instead?",
+ "You discover how to enact, or a scheme to perform, a terrible big magic ritual.": "You discover how to enact, or a scheme to perform, a terrible big magic ritual.",
+ "You encounter an enemy who wants to bring about the apocalypse and utterly transform or destroy the world.": "You encounter an enemy who wants to bring about the apocalypse and utterly transform or destroy the world.",
+ "Choose at least one nature of the Great Curse:": "Choose at least one nature of the Great Curse:",
+ "Start the apocalypse.": "Start the apocalypse.",
+ "Destroy the world.": "Destroy the world.",
+ "Corrupt or kill everyone.": "Corrupt or kill everyone.",
+ "Steal the life force from all living creatures for the caster.": "Steal the life force from all living creatures for the caster.",
+ "Merge this world with another.": "Merge this world with another.",
+ "Summon hordes of monsters.": "Summon hordes of monsters.",
+ "Totally transform the world.": "Totally transform the world.",
+ "Choose who wants to awaken or invoke the Great Curse:": "Choose who wants to awaken or invoke the Great Curse:",
+ "A warlord from another world.": "A warlord from another world.",
+ "An evil wizard.": "An evil wizard.",
+ "An old enemy.": "An old enemy.",
+ "An angry god.": "An angry god.",
+ "Choose what you suspect will happen to someone who devours the Great Curse:": "Choose what you suspect will happen to someone who devours the Great Curse:",
+ "They die, unless very specific requirements are met.": "They die, unless very specific requirements are met.",
+ "They gain incredible power.": "They gain incredible power.",
+ "They gain loads of corruption.": "They gain loads of corruption.",
+ "They are utterly transformed.": "They are utterly transformed.",
+ "They can redirect the power of the Great Curse to some other vast magic purpose.": "They can redirect the power of the Great Curse to some other vast magic purpose.",
+ "They lose themself.": "They lose themself.",
+ "They’ll be burned out, never again able to use magic.": "They’ll be burned out, never again able to use magic.",
+ "Choose at least one person who wants to devour or use the Great Curse:": "Choose at least one person who wants to devour or use the Great Curse:",
+ "A rival curse-eater.": "A rival curse-eater.",
+ "A narcissistic, foolish technocrat.": "A narcissistic, foolish technocrat.",
+ "A misguided sorcerer.": "A misguided sorcerer.",
+ "Choose at least three things you must do to devour the Great Curse:": "Choose at least three things you must do to devour the Great Curse:",
+ "Perform a big magic ritual in a specific, hard-to-reach location.": "Perform a big magic ritual in a specific, hard-to-reach location.",
+ "Recover unique ritual tools, currently lost across the world.": "Recover unique ritual tools, currently lost across the world.",
+ "Acquire unique items from other worlds or dimensions.": "Acquire unique items from other worlds or dimensions.",
+ "Sacrifice yourself.": "Sacrifice yourself.",
+ "Recover a lost spellbook.": "Recover a lost spellbook.",
+ "Ask for costly sacrifices from other participants.": "Ask for costly sacrifices from other participants.",
+ "You encounter a scheme of a rival or someone working to invoke the Great Curse.": "You encounter a scheme of a rival or someone working to invoke the Great Curse.",
+ "You encounter the rival or someone working to invoke the Great Curse.": "You encounter the rival or someone working to invoke the Great Curse.",
+ "You make major progress to acquire something you need to devour the Great Curse.": "You make major progress to acquire something you need to devour the Great Curse.",
+ "You talk about the dangers and temptations of the Great Curse.": "You talk about the dangers and temptations of the Great Curse.",
+ "You discover a new secret or significant fact about the Great Curse.": "You discover a new secret or significant fact about the Great Curse.",
+ "The Fallen One": "The Fallen One",
+ "Another messenger of the power you serve has turned against it and its ideals. They should be your mortal enemy now, but being enemies with them isn’t easy. It might be due to their power, or what you were before, or maybe you’re not sure if they, while clearly fallen, are really wrong?": "Another messenger of the power you serve has turned against it and its ideals. They should be your mortal enemy now, but being enemies with them isn’t easy. It might be due to their power, or what you were before, or maybe you’re not sure if they, while clearly fallen, are really wrong?",
+ "The hunters come in contact with, or start asking about, your plane of origin and its other inhabitants.": "The hunters come in contact with, or start asking about, your plane of origin and its other inhabitants.",
+ "Your superiors are revealed to have powerful enemies, dubious motives, or both.": "Your superiors are revealed to have powerful enemies, dubious motives, or both.",
+ "Choose who the Fallen One is:": "Choose who the Fallen One is:",
+ "The same kind of divine being as you, serving the same higher power.": "The same kind of divine being as you, serving the same higher power.",
+ "Your superior in the divine hierarchy.": "Your superior in the divine hierarchy.",
+ "Your subordinate in the divine hierarchy.": "Your subordinate in the divine hierarchy.",
+ "A unique servant of your higher power, very different from yourself.": "A unique servant of your higher power, very different from yourself.",
+ "Your peer, and you had a very close relationship in the past.": "Your peer, and you had a very close relationship in the past.",
+ "Choose why they betrayed their divine mission:": "Choose why they betrayed their divine mission:",
+ "They hunger for power and influence.": "They hunger for power and influence.",
+ "They want to be free, not a pawn of a higher force.": "They want to be free, not a pawn of a higher force.",
+ "They think their divine mission was unjust or cruel.": "They think their divine mission was unjust or cruel.",
+ "You inspired them to do so.": "You inspired them to do so.",
+ "Choose at least one reason why they’re a problem:": "Choose at least one reason why they’re a problem:",
+ "They want to destroy you.": "They want to destroy you.",
+ "They want to bring you to their side.": "They want to bring you to their side.",
+ "You are tasked with hunting them down.": "You are tasked with hunting them down.",
+ "You have feelings for them.": "You have feelings for them.",
+ "They see you as a pawn in their new plan.": "They see you as a pawn in their new plan.",
+ "Deep inside, you agree with them, and not with your divine mission.": "Deep inside, you agree with them, and not with your divine mission.",
+ "You learn another hunter, or your ally, sided with the Fallen One.": "You learn another hunter, or your ally, sided with the Fallen One.",
+ "You make a follower of the Fallen One abandon them.": "You make a follower of the Fallen One abandon them.",
+ "You gain understanding of the Fallen One’s fall.": "You gain understanding of the Fallen One’s fall.",
+ "You directly confront the Fallen One.": "You directly confront the Fallen One.",
+ "You have a serious conversation about the Fallen One with your divine peers or superiors.": "You have a serious conversation about the Fallen One with your divine peers or superiors.",
+ "Godhood": "Godhood",
+ "A small cult forms around you, worshipping you as their god. Being worshipped is a source of immense power, but it’s not easy to be a god. Why do they venerate you? What can you gain from their worship? What problems will it bring you?": "A small cult forms around you, worshipping you as their god. Being worshipped is a source of immense power, but it’s not easy to be a god. Why do they venerate you? What can you gain from their worship? What problems will it bring you?",
+ "You act superior to the other hunters.": "You act superior to the other hunters.",
+ "Pieces of lore about you, your superiors, and your plane of origin are revealed.": "Pieces of lore about you, your superiors, and your plane of origin are revealed.",
+ "Choose the cult and their relation to you:": "Choose the cult and their relation to you:",
+ "A group you’ve saved.": "A group you’ve saved.",
+ "A sect that prophesises your ascendancy to godhood.": "A sect that prophesises your ascendancy to godhood.",
+ "A group sharing your ideals.": "A group sharing your ideals.",
+ "A resurrected group from the past when you indeed were a god.": "A resurrected group from the past when you indeed were a god.",
+ "Choose at least one way in which their worship helps you:": "Choose at least one way in which their worship helps you:",
+ "They’re willing to do your bidding.": "They’re willing to do your bidding.",
+ "You’re becoming stronger.": "You’re becoming stronger.",
+ "Your standing in the supernatural community grows.": "Your standing in the supernatural community grows.",
+ "The higher power you serve can now work through them.": "The higher power you serve can now work through them.",
+ "Your mission has a better chance of succeeding now.": "Your mission has a better chance of succeeding now.",
+ "Choose at least one way in which their worship is problematic for you:": "Choose at least one way in which their worship is problematic for you:",
+ "Your divine superiors demand you don’t play God.": "Your divine superiors demand you don’t play God.",
+ "Their morals don’t agree with yours.": "Their morals don’t agree with yours.",
+ "The worship they give you makes you become someone (or something?) else.": "The worship they give you makes you become someone (or something?) else.",
+ "They interfere in your monster hunting missions.": "They interfere in your monster hunting missions.",
+ "The rituals they’re performing for you have ugly side effects.": "The rituals they’re performing for you have ugly side effects.",
+ "They are easy targets for your enemies.": "They are easy targets for your enemies.",
+ "You take part in a religious ceremony worshipping you.": "You take part in a religious ceremony worshipping you.",
+ "You learn another worshipped being’s thoughts about their godhood.": "You learn another worshipped being’s thoughts about their godhood.",
+ "You act like a god, despite it contradicting your morals and convictions.": "You act like a god, despite it contradicting your morals and convictions.",
+ "You attack, belittle, or ridicule the beliefs of your worshippers.": "You attack, belittle, or ridicule the beliefs of your worshippers.",
+ "You treat other hunters differently because you’re a god.": "You treat other hunters differently because you’re a god.",
+ "A Harsh Reflection": "A Harsh Reflection",
+ "The Envoy is faced with another agent similar to them, but who approaches everything in questionable ways.": "The Envoy is faced with another agent similar to them, but who approaches everything in questionable ways.",
+ "You or the other hunters express concerns over your shady tactics.": "You or the other hunters express concerns over your shady tactics.",
+ "You or the other hunters are curious about the Overseers’ enemies.": "You or the other hunters are curious about the Overseers’ enemies.",
+ "Choose who the Reflection serves:": "Choose who the Reflection serves:",
+ "A corporation driven by the search for profit.": "A corporation driven by the search for profit.",
+ "Something, or someone, they view as a rightful monarch.": "Something, or someone, they view as a rightful monarch.",
+ "An organisation from an alternate timeline seeking something from this one.": "An organisation from an alternate timeline seeking something from this one.",
+ "Eldritch entities that may be malevolent or may just have difficulty understanding mortals.": "Eldritch entities that may be malevolent or may just have difficulty understanding mortals.",
+ "Another agent of the Envoy’s own Overseers.": "Another agent of the Envoy’s own Overseers.",
+ "Extraterrestrial travellers that pursue objectives on this planet.": "Extraterrestrial travellers that pursue objectives on this planet.",
+ "Something, or someone, else:": "Something, or someone, else:",
+ "Choose how the Reflection has taken your traits to extreme, twisted versions:": "Choose how the Reflection has taken your traits to extreme, twisted versions:",
+ "Fanaticism instead of Duty.": "Fanaticism instead of Duty.",
+ "Tyranny instead of Guidance.": "Tyranny instead of Guidance.",
+ "Paranoia instead of Caution.": "Paranoia instead of Caution.",
+ "Cruelty instead of Ruthlessness.": "Cruelty instead of Ruthlessness.",
+ "Choose one or two groups who serve them:": "Choose one or two groups who serve them:",
+ "Shadowy figures.": "Shadowy figures.",
+ "Grim soldiers.": "Grim soldiers.",
+ "Reflections of the hunters.": "Reflections of the hunters.",
+ "Clever scientists.": "Clever scientists.",
+ "Cosmic travellers.": "Cosmic travellers.",
+ "Fanatical cultists.": "Fanatical cultists.",
+ "You arrange a meeting with your Reflection.": "You arrange a meeting with your Reflection.",
+ "You discover a fact about the Superiors.": "You discover a fact about the Superiors.",
+ "You knowingly cooperate with your Reflection.": "You knowingly cooperate with your Reflection.",
+ "You trick the Reflection into doing something.": "You trick the Reflection into doing something.",
+ "You make contact with the Superiors.": "You make contact with the Superiors.",
+ "The Acquisition": "The Acquisition",
+ "A strange item with disturbing implications has fallen into your hands. Many seek it, and the danger of it falling into the wrong hands haunts your dreams.": "A strange item with disturbing implications has fallen into your hands. Many seek it, and the danger of it falling into the wrong hands haunts your dreams.",
+ "You or the other hunters express interest in more intrigue.": "You or the other hunters express interest in more intrigue.",
+ "An item or person encountered earlier interests you, and you ask the Keeper to learn more about them.": "An item or person encountered earlier interests you, and you ask the Keeper to learn more about them.",
+ "Choose what the Acquisition is:": "Choose what the Acquisition is:",
+ "A cursed artifact.": "A cursed artifact.",
+ "An experimental prototype.": "An experimental prototype.",
+ "A strange child.": "A strange child.",
+ "Encrypted data storage.": "Encrypted data storage.",
+ "Choose one or two people or groups who want the Acquisition:": "Choose one or two people or groups who want the Acquisition:",
+ "Your own Overseers.": "Your own Overseers.",
+ "An amoral corporation.": "An amoral corporation.",
+ "A reckless scientist.": "A reckless scientist.",
+ "Eldritch beings.": "Eldritch beings.",
+ "A vainglorious adventurer.": "A vainglorious adventurer.",
+ "Choose what makes the Acquisition dangerous:": "Choose what makes the Acquisition dangerous:",
+ "It points the way to something tremendous.": "It points the way to something tremendous.",
+ "It has strange powers.": "It has strange powers.",
+ "It’s the key to another realm.": "It’s the key to another realm.",
+ "It changes the world around itself.": "It changes the world around itself.",
+ "It’s the last hope to stop or fix something.": "It’s the last hope to stop or fix something.",
+ "You learn a secret about the Acquisition.": "You learn a secret about the Acquisition.",
+ "You recover the Acquisition from the Opposition.": "You recover the Acquisition from the Opposition.",
+ "You are harmed by the Acquisition.": "You are harmed by the Acquisition.",
+ "You uncover something about the Opposition.": "You uncover something about the Opposition.",
+ "The Acquisition is taken.": "The Acquisition is taken.",
+ "Modern Life": "Modern Life",
+ "This story is about if and how the Exile adjusts to the world they find themself in. It asks questions about where you think you belong and why. The themes you identify will cause problems for you as a monster hunter, as well as for your personal life goals—does your Exile want to continue like this? It’s an internally focused story, so you’ll need to bring a lot of these elements into play yourself. Don’t rely on the Keeper to provoke you, but volunteer elements of it whenever you can.": "This story is about if and how the Exile adjusts to the world they find themself in. It asks questions about where you think you belong and why. The themes you identify will cause problems for you as a monster hunter, as well as for your personal life goals—does your Exile want to continue like this? It’s an internally focused story, so you’ll need to bring a lot of these elements into play yourself. Don’t rely on the Keeper to provoke you, but volunteer elements of it whenever you can.",
+ "You have a moment of culture shock.": "You have a moment of culture shock.",
+ "You form an intimate relationship with someone from the present, or find a home here.": "You form an intimate relationship with someone from the present, or find a home here.",
+ "Choose what makes this issue particularly pressing:": "Choose what makes this issue particularly pressing:",
+ "You could potentially start a family.": "You could potentially start a family.",
+ "You have a chance to return home, but it must be soon.": "You have a chance to return home, but it must be soon.",
+ "Something makes you doubt you belong here.": "Something makes you doubt you belong here.",
+ "You’re considering making a home here.": "You’re considering making a home here.",
+ "Choose at least one thing you love most about the modern world:": "Choose at least one thing you love most about the modern world:",
+ "Medicine and improvements in lifestyle.": "Medicine and improvements in lifestyle.",
+ "Cool gadgets.": "Cool gadgets.",
+ "Cosmopolitan, global culture.": "Cosmopolitan, global culture.",
+ "Ideals of egalitarianism and justice.": "Ideals of egalitarianism and justice.",
+ "Cheap luxuries.": "Cheap luxuries.",
+ "Choose at least one thing you hate most about the modern world:": "Choose at least one thing you hate most about the modern world:",
+ "Missing your home and family.": "Missing your home and family.",
+ "Being cut off from natural cycles of life.": "Being cut off from natural cycles of life.",
+ "Misinformation, disinformation, and the politics of hatred.": "Misinformation, disinformation, and the politics of hatred.",
+ "Loss of privacy, and the danger of constant surveillance.": "Loss of privacy, and the danger of constant surveillance.",
+ "Disconnection from magic and spiritual power.": "Disconnection from magic and spiritual power.",
+ "Choose what’s going to cause problems for you if you consider settling down:": "Choose what’s going to cause problems for you if you consider settling down:",
+ "Your nemesis.": "Your nemesis.",
+ "The need to fit in.": "The need to fit in.",
+ "Enemies targeting you because of your unique situation.": "Enemies targeting you because of your unique situation.",
+ "Illness caused by being out of time.": "Illness caused by being out of time.",
+ "You learn to use something modern.": "You learn to use something modern.",
+ "You decide not to rely on something ancient.": "You decide not to rely on something ancient.",
+ "You make a new friend.": "You make a new friend.",
+ "You talk about the pros and cons of the contemporary world.": "You talk about the pros and cons of the contemporary world.",
+ "You feel significantly out of place because of events during a mystery.": "You feel significantly out of place because of events during a mystery.",
+ "Nemesis Game": "Nemesis Game",
+ "This story focuses on the Nemesis the Exile pursued into the present day. Your choices will expand what you decided for your origin, and allow you to resolve that conflict.": "This story focuses on the Nemesis the Exile pursued into the present day. Your choices will expand what you decided for your origin, and allow you to resolve that conflict.",
+ "Your Nemesis meddles with, or appears directly in, a mystery.": "Your Nemesis meddles with, or appears directly in, a mystery.",
+ "You decide it’s time to end your Nemesis and their plots.": "You decide it’s time to end your Nemesis and their plots.",
+ "You already know a little about your Nemesis from your origin choices. Now it’s time to expand on the full nature of their plans.": "You already know a little about your Nemesis from your origin choices. Now it’s time to expand on the full nature of their plans.",
+ "Choose what your Nemesis is trying to do:": "Choose what your Nemesis is trying to do:",
+ "Conquer the modern world.": "Conquer the modern world.",
+ "Gain immense power and then return home, potentially changing history for the worse.": "Gain immense power and then return home, potentially changing history for the worse.",
+ "Destroy you.": "Destroy you.",
+ "Bring about a terrible mystic cataclysm, such as awakening an evil power or opening a portal to a monster dimension.": "Bring about a terrible mystic cataclysm, such as awakening an evil power or opening a portal to a monster dimension.",
+ "Replace you in the present, or in the past.": "Replace you in the present, or in the past.",
+ "Choose what you must do to stop them:": "Choose what you must do to stop them:",
+ "Take out their supporting minions and conspiracies, one by one.": "Take out their supporting minions and conspiracies, one by one.",
+ "Quest for several items of power.": "Quest for several items of power.",
+ "Rally the hunter community and other occult allies to resist.": "Rally the hunter community and other occult allies to resist.",
+ "Learn certain dangerous and corrupting magic rituals.": "Learn certain dangerous and corrupting magic rituals.",
+ "Choose at least one resource they have already acquired to help them:": "Choose at least one resource they have already acquired to help them:",
+ "Gangs of terrible minions.": "Gangs of terrible minions.",
+ "Mystical artifacts.": "Mystical artifacts.",
+ "Sites of occult potential.": "Sites of occult potential.",
+ "Immense wealth.": "Immense wealth.",
+ "Lost spells, powerful but hazardous.": "Lost spells, powerful but hazardous.",
+ "Choose what the final showdown will be:": "Choose what the final showdown will be:",
+ "Just the two of you, duelling to the death.": "Just the two of you, duelling to the death.",
+ "A massive battle in a mystical between-world.": "A massive battle in a mystical between-world.",
+ "Conflicting big magic rituals—only one can succeed.": "Conflicting big magic rituals—only one can succeed.",
+ "Your hunter team alone, desperately fighting the Nemesis and minions.": "Your hunter team alone, desperately fighting the Nemesis and minions.",
+ "You encounter your Nemesis.": "You encounter your Nemesis.",
+ "You stop or resist one of your Nemesis’s schemes.": "You stop or resist one of your Nemesis’s schemes.",
+ "You discuss what your Nemesis may be doing while the team works an unrelated mystery.": "You discuss what your Nemesis may be doing while the team works an unrelated mystery.",
+ "Your Nemesis threatens or harms someone you care about.": "Your Nemesis threatens or harms someone you care about.",
+ "You describe something the Nemesis did in the past, before you became exiled.": "You describe something the Nemesis did in the past, before you became exiled.",
+ "The Artifact": "The Artifact",
+ "An artifact you’ve long desired resurfaces. Why do you want it? Who else wants it? Is it really a good idea to look for it?": "An artifact you’ve long desired resurfaces. Why do you want it? Who else wants it? Is it really a good idea to look for it?",
+ "The series becomes focused on arcane objects and organisations.": "The series becomes focused on arcane objects and organisations.",
+ "Hunters search your haven closely.": "Hunters search your haven closely.",
+ "Choose what your artifact’s powers and why you want it:": "Choose what your artifact’s powers and why you want it:",
+ "It can fulfil your personal goal, giving you: immortality, love, enlightenment, fulfilment, freedom, something else: \t\t\t\t\t[[BLANK]]": "It can fulfil your personal goal, giving you: immortality, love, enlightenment, fulfilment, freedom, something else: \t\t\t\t\t[[BLANK]]",
+ "It can help with your monster hunts because it: kills monsters, traps monsters, protects from monsters, spies on monsters, something else: \t[[BLANK]]": "It can help with your monster hunts because it: kills monsters, traps monsters, protects from monsters, spies on monsters, something else: \t[[BLANK]]",
+ "It will make you extremely important in the occult world, because it was: created by a legendary occultist, sought for centuries, the symbol of a powerful cult, something else: \t[[BLANK]]": "It will make you extremely important in the occult world, because it was: created by a legendary occultist, sought for centuries, the symbol of a powerful cult, something else: \t[[BLANK]]",
+ "Choose at least one other powerful person or group who’s also looking for this artifact:": "Choose at least one other powerful person or group who’s also looking for this artifact:",
+ "A powerful monster.": "A powerful monster.",
+ "An immoral occultist.": "An immoral occultist.",
+ "A treacherous cult.": "A treacherous cult.",
+ "A shady organisation.": "A shady organisation.",
+ "Choose one or more reasons why it’s dangerous:": "Choose one or more reasons why it’s dangerous:",
+ "Its use has awful side effects, such as: feeds on life force, causes misfortune, corrupts the world, something else:": "Its use has awful side effects, such as: feeds on life force, causes misfortune, corrupts the world, something else:",
+ "Its owner will always be hunted by someone, such as: demons, ghosts, warlocks, cultists, fey, someone else:": "Its owner will always be hunted by someone, such as: demons, ghosts, warlocks, cultists, fey, someone else:",
+ "It implants vile thoughts in its users, such as: hunger for power, utter selfishness, sadism, something else:": "It implants vile thoughts in its users, such as: hunger for power, utter selfishness, sadism, something else:",
+ "You reveal the Artifact’s existence, or location, to someone who could use it.": "You reveal the Artifact’s existence, or location, to someone who could use it.",
+ "You lie to, or hurt, someone important to you to get, or hide, the Artifact.": "You lie to, or hurt, someone important to you to get, or hide, the Artifact.",
+ "You use the Artifact.": "You use the Artifact.",
+ "You learn someone else has used the Artifact.": "You learn someone else has used the Artifact.",
+ "You devote time, power, and maybe health to study the Artifact.": "You devote time, power, and maybe health to study the Artifact.",
+ "The Evil Mentor": "The Evil Mentor",
+ "One of the key people who introduced you to the occult has turned to the side of evil, or, in fact, was on that side all along. They are dangerous now, and you probably have the best chance of stopping them. Will you bring them redemption or death? It’s up to you.": "One of the key people who introduced you to the occult has turned to the side of evil, or, in fact, was on that side all along. They are dangerous now, and you probably have the best chance of stopping them. Will you bring them redemption or death? It’s up to you.",
+ "Your past obligations and (mis)deeds come up.": "Your past obligations and (mis)deeds come up.",
+ "There seems to be a mastermind behind the current problems, and nobody knows who they are yet.": "There seems to be a mastermind behind the current problems, and nobody knows who they are yet.",
+ "Choose your Evil Mentor:": "Choose your Evil Mentor:",
+ "Your first magic teacher.": "Your first magic teacher.",
+ "Your best magic teacher.": "Your best magic teacher.",
+ "The person who introduced you to monster hunting.": "The person who introduced you to monster hunting.",
+ "The previous inhabitant of your haven.": "The previous inhabitant of your haven.",
+ "Your magic-wielding relative.": "Your magic-wielding relative.",
+ "Choose what made them evil:": "Choose what made them evil:",
+ "Occult power corrupted them.": "Occult power corrupted them.",
+ "They stopped caring about normal people.": "They stopped caring about normal people.",
+ "They were always ambiguous and have now chosen a side.": "They were always ambiguous and have now chosen a side.",
+ "They experienced a great tragedy.": "They experienced a great tragedy.",
+ "They think it’s for the greater good.": "They think it’s for the greater good.",
+ "Choose at least one thing that gives you a special chance of stopping them:": "Choose at least one thing that gives you a special chance of stopping them:",
+ "You know their secret occult weakness.": "You know their secret occult weakness.",
+ "You know their hideout.": "You know their hideout.",
+ "You suspect their plan.": "You suspect their plan.",
+ "You have a weak telepathic link with them, sensing their emotions (as they do yours!)": "You have a weak telepathic link with them, sensing their emotions (as they do yours!)",
+ "They want to turn you to their side.": "They want to turn you to their side.",
+ "You’re still in contact with them, and they’re willing to talk to you.": "You’re still in contact with them, and they’re willing to talk to you.",
+ "You directly confront the Evil Mentor.": "You directly confront the Evil Mentor.",
+ "You undo a wrong done by the Evil Mentor.": "You undo a wrong done by the Evil Mentor.",
+ "You learn a new weakness of the Evil Mentor.": "You learn a new weakness of the Evil Mentor.",
+ "You agree, or cooperate, with the Evil Mentor.": "You agree, or cooperate, with the Evil Mentor.",
+ "You find a memento of your time with the Evil Mentor.": "You find a memento of your time with the Evil Mentor.",
+ "Deeper Conspiracy": "Deeper Conspiracy",
+ "You’ve stumbled upon something immense and truly nasty. It turns out the conspiracies you’ve recently researched are just a cover for a deeper plot of catastrophic proportions. You still don’t know enough to burst this conspiracy, but you do know enough to become its target.Disclaimer: Discovering a deeper conspiracy sounds like the Flake’s dream come true, but this story can also show how outlandish conspiracies are often fabricated for nefarious, but more down-to-earth goals. The infamously anti-Semitic Protocols of the Elders of Zion were fabricated by the Russian Tsar’s secret police to crack down on Jews, and this story could go in a similar direction. That can show the wild stuff the Flake dabbles in is meant to direct people’s anger and attention where the real villains want it. Conspiracies in fiction can be hilarious, but most real-world conspiracy theories are very harmful and xenophobic. Deeper Conspiracy can be a venue to tackle this aspect of conspiracy theory mindset, but should be approached carefully.": "You’ve stumbled upon something immense and truly nasty. It turns out the conspiracies you’ve recently researched are just a cover for a deeper plot of catastrophic proportions. You still don’t know enough to burst this conspiracy, but you do know enough to become its target.
Disclaimer: Discovering a deeper conspiracy sounds like the Flake’s dream come true, but this story can also show how outlandish conspiracies are often fabricated for nefarious, but more down-to-earth goals. The infamously anti-Semitic Protocols of the Elders of Zion were fabricated by the Russian Tsar’s secret police to crack down on Jews, and this story could go in a similar direction. That can show the wild stuff the Flake dabbles in is meant to direct people’s anger and attention where the real villains want it. Conspiracies in fiction can be hilarious, but most real-world conspiracy theories are very harmful and xenophobic. Deeper Conspiracy can be a venue to tackle this aspect of conspiracy theory mindset, but should be approached carefully.",
+ "The team has just busted a malevolent conspiracy.": "The team has just busted a malevolent conspiracy.",
+ "You have time or resources for some deep research.": "You have time or resources for some deep research.",
+ "Choose at least one thing you already know about the Deeper Conspiracy:": "Choose at least one thing you already know about the Deeper Conspiracy:",
+ "They have influence on non-supernatural governments.": "They have influence on non-supernatural governments.",
+ "They have influence on global corporations.": "They have influence on global corporations.",
+ "Many different types of monsters work for them.": "Many different types of monsters work for them.",
+ "They can influence the minds of many people at once.": "They can influence the minds of many people at once.",
+ "They want you to join them.": "They want you to join them.",
+ "Choose how you learned about them:": "Choose how you learned about them:",
+ "The same person appeared in multiple cases, and your research revealed their involvement.": "The same person appeared in multiple cases, and your research revealed their involvement.",
+ "Independent monsters and villains seemed to be working towards the same cause.": "Independent monsters and villains seemed to be working towards the same cause.",
+ "Someone you trust sent you intel on them. You haven’t heard from that person since.": "Someone you trust sent you intel on them. You haven’t heard from that person since.",
+ "You just stumbled upon their secret notes, lucky you!": "You just stumbled upon their secret notes, lucky you!",
+ "Even you couldn’t believe there are so many independent conspiracies around.": "Even you couldn’t believe there are so many independent conspiracies around.",
+ "Choose at least one way they try to silence you:": "Choose at least one way they try to silence you:",
+ "Assassins.": "Assassins.",
+ "Curses.": "Curses.",
+ "Stealing your memories.": "Stealing your memories.",
+ "Threatening your friends.": "Threatening your friends.",
+ "Trying to turn you into a monster.": "Trying to turn you into a monster.",
+ "Ridiculing you and eroding your supporters.": "Ridiculing you and eroding your supporters.",
+ "The Deeper Conspiracy interferes with the hunter team.": "The Deeper Conspiracy interferes with the hunter team.",
+ "You learn a new, important fact about the Deeper Conspiracy.": "You learn a new, important fact about the Deeper Conspiracy.",
+ "Your knowledge of the Deeper Conspiracy alienates you.": "Your knowledge of the Deeper Conspiracy alienates you.",
+ "Someone else becomes the Deeper Conspiracy’s target because of you.": "Someone else becomes the Deeper Conspiracy’s target because of you.",
+ "You make sure something, or someone, is totally safe from the Deeper Conspiracy.": "You make sure something, or someone, is totally safe from the Deeper Conspiracy.",
+ "The Benign Conspiracy": "The Benign Conspiracy",
+ "You had them! You followed the clues to a secret action or group, but when you learned more about them, you realised they do good and have every reason to hide. Now you’re in a position you haven’t imagined yourself in before—covering up for a conspiracy.": "You had them! You followed the clues to a secret action or group, but when you learned more about them, you realised they do good and have every reason to hide. Now you’re in a position you haven’t imagined yourself in before—covering up for a conspiracy.",
+ "Your motives and beliefs are called into question.": "Your motives and beliefs are called into question.",
+ "The series could use a group that does some good.": "The series could use a group that does some good.",
+ "Choose at least one thing the Benign Conspiracy does:": "Choose at least one thing the Benign Conspiracy does:",
+ "Keeps monsters in check.": "Keeps monsters in check.",
+ "Helps the poor.": "Helps the poor.",
+ "Provides shelter for outcasts.": "Provides shelter for outcasts.",
+ "Undermines unjust authority.": "Undermines unjust authority.",
+ "Worships a hidden, beneficial or harmless, deity.": "Worships a hidden, beneficial or harmless, deity.",
+ "Choose at least one person who belongs to this conspiracy:": "Choose at least one person who belongs to this conspiracy:",
+ "Your old informant.": "Your old informant.",
+ "A young, naïve idealist.": "A young, naïve idealist.",
+ "An especially upright member of a uniformed service.": "An especially upright member of a uniformed service.",
+ "A benevolent monstrous being.": "A benevolent monstrous being.",
+ "A bystander from an earlier mystery (with the Keeper’s consent).": "A bystander from an earlier mystery (with the Keeper’s consent).",
+ "One of your team’s allies (with the Keeper’s consent).": "One of your team’s allies (with the Keeper’s consent).",
+ "Another hunter (with their consent).": "Another hunter (with their consent).",
+ "Choose at least one form of help they need, and you know how to provide:": "Choose at least one form of help they need, and you know how to provide:",
+ "Protection from prying humans.": "Protection from prying humans.",
+ "Safe houses.": "Safe houses.",
+ "Advice about the supernatural.": "Advice about the supernatural.",
+ "Mundane or supernatural healing.": "Mundane or supernatural healing.",
+ "Solace and encouragement.": "Solace and encouragement.",
+ "You discover a new secret about the Benign Conspiracy.": "You discover a new secret about the Benign Conspiracy.",
+ "You help the Benign Conspiracy in a significant way.": "You help the Benign Conspiracy in a significant way.",
+ "You cause a new person to join the Benign Conspiracy.": "You cause a new person to join the Benign Conspiracy.",
+ "You keep the Benign Conspiracy hidden from other conspiracy theorists.": "You keep the Benign Conspiracy hidden from other conspiracy theorists.",
+ "You admit to seeing some good in other conspiracies as well.": "You admit to seeing some good in other conspiracies as well.",
+ "I Own You!": "I Own You!",
+ "Someone believes you’re their possession and has the power to back that claim, either by brute force or some occult power over you. Why do they want you? How to escape them?": "Someone believes you’re their possession and has the power to back that claim, either by brute force or some occult power over you. Why do they want you? How to escape them?",
+ "The team learns more about your origins.": "The team learns more about your origins.",
+ "Your relationship with your current wielder changes or stagnates.": "Your relationship with your current wielder changes or stagnates.",
+ "Choose who thinks they own you and pursues you for that reason:": "Choose who thinks they own you and pursues you for that reason:",
+ "Your previous wielder.": "Your previous wielder.",
+ "Your creator.": "Your creator.",
+ "An amoral artifact collector.": "An amoral artifact collector.",
+ "A ruthless idealist believing they can change the world by using you.": "A ruthless idealist believing they can change the world by using you.",
+ "Choose at least one power or circumstance that could allow them to gain possession of you:": "Choose at least one power or circumstance that could allow them to gain possession of you:",
+ "They have a connection to you and can use it to dominate you.": "They have a connection to you and can use it to dominate you.",
+ "They know a ritual that allows them to bind the likes of you.": "They know a ritual that allows them to bind the likes of you.",
+ "They are great at stealing things and kidnapping creatures.": "They are great at stealing things and kidnapping creatures.",
+ "They can hurt you from a great distance.": "They can hurt you from a great distance.",
+ "Their minions are great at stealing things and kidnapping creatures.": "Their minions are great at stealing things and kidnapping creatures.",
+ "They will do something horrible if you don’t give in.": "They will do something horrible if you don’t give in.",
+ "Choose what they plan to do with you (you may or may not be aware of it):": "Choose what they plan to do with you (you may or may not be aware of it):",
+ "Wield you for some nefarious purposes.": "Wield you for some nefarious purposes.",
+ "Force you to be their slave.": "Force you to be their slave.",
+ "Steal your power and magic.": "Steal your power and magic.",
+ "Magically force you to like, love, or admire them.": "Magically force you to like, love, or admire them.",
+ "You prove you’re no one’s possession.": "You prove you’re no one’s possession.",
+ "You agree to act like someone’s possession.": "You agree to act like someone’s possession.",
+ "You protect others from being treated like property.": "You protect others from being treated like property.",
+ "You take something that was in the Collector’s possession.": "You take something that was in the Collector’s possession.",
+ "You learn something new about yourself thanks to the Collector.": "You learn something new about yourself thanks to the Collector.",
+ "Human for Good": "Human for Good",
+ "You discover a way you could become human. You’re not the only person who wants to use it, and other potential users might seriously hurt themselves or others.": "You discover a way you could become human. You’re not the only person who wants to use it, and other potential users might seriously hurt themselves or others.",
+ "Differences between you and other hunters arise.": "Differences between you and other hunters arise.",
+ "You learn more about the series’s artifacts and ancient rituals.": "You learn more about the series’s artifacts and ancient rituals.",
+ "Decide what can make you human:": "Decide what can make you human:",
+ "A powerful monster: a jinn, fey, demon, something else: \t[[BLANK]]": "A powerful monster: a jinn, fey, demon, something else: \t[[BLANK]]",
+ "A transmuting artifact: candle, coffin, elixir, something else: \t\t[[BLANK]]": "A transmuting artifact: candle, coffin, elixir, something else: \t\t[[BLANK]]",
+ "A ritual requiring: blood, life, huge magical power, destruction of an artifact, something else:": "A ritual requiring: blood, life, huge magical power, destruction of an artifact, something else:",
+ "A body that’s: artificial, inhabited by an evil person, prepared for you, something else:": "A body that’s: artificial, inhabited by an evil person, prepared for you, something else:",
+ "Choose at least one thing you would have to sacrifice to become human:": "Choose at least one thing you would have to sacrifice to become human:",
+ "Lose your magical powers.": "Lose your magical powers.",
+ "Lose your connection to your wielder.": "Lose your connection to your wielder.",
+ "Lose your destiny and sense of purpose.": "Lose your destiny and sense of purpose.",
+ "Lose your current form, which you will forever miss.": "Lose your current form, which you will forever miss.",
+ "Choose at least one other dangerous person who wants to become human:": "Choose at least one other dangerous person who wants to become human:",
+ "An evil spirit looking for a body.": "An evil spirit looking for a body.",
+ "An evil artifact wanting to become a monster.": "An evil artifact wanting to become a monster.",
+ "A golem or robot willing to sacrifice anything to be human.": "A golem or robot willing to sacrifice anything to be human.",
+ "A spirit whose incarnation will fulfil a terrible prophecy.": "A spirit whose incarnation will fulfil a terrible prophecy.",
+ "Your inhuman nature stops you from something.": "Your inhuman nature stops you from something.",
+ "Your inhuman nature helps you with something.": "Your inhuman nature helps you with something.",
+ "You mingle with new humans who don’t know your nature.": "You mingle with new humans who don’t know your nature.",
+ "You radically change your look, outlook, or behaviour.": "You radically change your look, outlook, or behaviour.",
+ "You have a serious talk about the chance to become human for good.": "You have a serious talk about the chance to become human for good.",
+ "Good Cop, Bad Cop": "Good Cop, Bad Cop",
+ "Someone keeps trying to solve the same cases you work on, directly violating your Code and with no care given to bystanders. You might not think of yourself as “good,” but clearly you’re the good cop here.": "Someone keeps trying to solve the same cases you work on, directly violating your Code and with no care given to bystanders. You might not think of yourself as “good,” but clearly you’re the good cop here.",
+ "There are too many problems around the hunters for them to take care of everything themselves.": "There are too many problems around the hunters for them to take care of everything themselves.",
+ "You start questioning your Code, or find it limiting.": "You start questioning your Code, or find it limiting.",
+ "Choose who the Bad Cop is:": "Choose who the Bad Cop is:",
+ "A ruthlessly efficient, non-supernatural, vigilante.": "A ruthlessly efficient, non-supernatural, vigilante.",
+ "Someone with wild and erratic supernatural powers.": "Someone with wild and erratic supernatural powers.",
+ "A monster with a warped sense of justice.": "A monster with a warped sense of justice.",
+ "Your previous sidekick or ally.": "Your previous sidekick or ally.",
+ "Another hunter (with the player’s agreement).": "Another hunter (with the player’s agreement).",
+ "A figure so shadowy you have no idea who they are… yet.": "A figure so shadowy you have no idea who they are… yet.",
+ "With the Keeper’s agreement, choose an Attitude that governs their actions, going directly against your own Code:": "With the Keeper’s agreement, choose an Attitude that governs their actions, going directly against your own Code:",
+ "People are tools in the quest to stop monsters.": "People are tools in the quest to stop monsters.",
+ "Defend those who can pay for it, don’t care about the rest.": "Defend those who can pay for it, don’t care about the rest.",
+ "Your personal vengeance on monsters is worth paying any price.": "Your personal vengeance on monsters is worth paying any price.",
+ "Nobody can know about your investigations, even if you have to kill them.": "Nobody can know about your investigations, even if you have to kill them.",
+ "The best way to solve cases is to make the dead talk, even against their will.": "The best way to solve cases is to make the dead talk, even against their will.",
+ "Choose at least one problem you’ll have stopping them:": "Choose at least one problem you’ll have stopping them:",
+ "They are your friend or old flame, and they still have emotional hold over you.": "They are your friend or old flame, and they still have emotional hold over you.",
+ "They solve cases you can’t, even if you hate their methods.": "They solve cases you can’t, even if you hate their methods.",
+ "They’re so sneaky that you’re not sure where to look for them.": "They’re so sneaky that you’re not sure where to look for them.",
+ "They’re protected by someone too powerful for you to tackle on your own.": "They’re protected by someone too powerful for you to tackle on your own.",
+ "You don’t know their weakness, or you can’t take advantage of it.": "You don’t know their weakness, or you can’t take advantage of it.",
+ "Your Code somehow makes it difficult for you to stop them.": "Your Code somehow makes it difficult for you to stop them.",
+ "You lose to the Bad Cop due to your Code.": "You lose to the Bad Cop due to your Code.",
+ "You win against the Bad Cop.": "You win against the Bad Cop.",
+ "The Bad Cop’s actions help or protect you.": "The Bad Cop’s actions help or protect you.",
+ "You discuss your Code with other hunters.": "You discuss your Code with other hunters.",
+ "You undo a wrong done by the Bad Cop.": "You undo a wrong done by the Bad Cop.",
+ "The First Case": "The First Case",
+ "You never really closed your first case, and now it has resurfaced.": "You never really closed your first case, and now it has resurfaced.",
+ "Hunters start talking more about their past.": "Hunters start talking more about their past.",
+ "You are wracked with guilt over something.": "You are wracked with guilt over something.",
+ "Choose what your first case was and why you don’t consider it to be closed:": "Choose what your first case was and why you don’t consider it to be closed:",
+ "You still don’t know who committed a particular crime.": "You still don’t know who committed a particular crime.",
+ "You still haven’t caught someone you know to be a murderer.": "You still haven’t caught someone you know to be a murderer.",
+ "You failed to track the source of corruption in a public office.": "You failed to track the source of corruption in a public office.",
+ "You encountered a paranormal case before you knew how to deal with them.": "You encountered a paranormal case before you knew how to deal with them.",
+ "Your first case was one where you started as the criminal, but then changed sides. Why do you think you still haven’t been redeemed for it?": "Your first case was one where you started as the criminal, but then changed sides. Why do you think you still haven’t been redeemed for it?",
+ "Choose how this case has resurfaced:": "Choose how this case has resurfaced:",
+ "A person involved in this case has returned.": "A person involved in this case has returned.",
+ "Someone started committing disturbingly similar crimes.": "Someone started committing disturbingly similar crimes.",
+ "The case gets new publicity, with new evidence emerging.": "The case gets new publicity, with new evidence emerging.",
+ "You have learned only recently that you got it wrong back then. Did anyone suffer from your mistake?": "You have learned only recently that you got it wrong back then. Did anyone suffer from your mistake?",
+ "Choose what, besides your honour, is at stake:": "Choose what, besides your honour, is at stake:",
+ "New people are in danger.": "New people are in danger.",
+ "The city won’t be safe unless you solve the case": "The city won’t be safe unless you solve the case",
+ "Someone important to you is entangled in the case.": "Someone important to you is entangled in the case.",
+ "Your clients and informants won’t trust you again unless you solve the case.": "Your clients and informants won’t trust you again unless you solve the case.",
+ "You lost someone’s love because you didn’t solve this case, or because it has resurfaced now.": "You lost someone’s love because you didn’t solve this case, or because it has resurfaced now.",
+ "You spend quality time with people connected to your First Case.": "You spend quality time with people connected to your First Case.",
+ "You share details about your First Case that are hard for you to talk about.": "You share details about your First Case that are hard for you to talk about.",
+ "You work on a case similar to your First Case.": "You work on a case similar to your First Case.",
+ "You learn someone else’s perspective on your First Case.": "You learn someone else’s perspective on your First Case.",
+ "You undo the harm done by your First Case remaining open.": "You undo the harm done by your First Case remaining open.",
+ "Is This All I’m Good For?": "Is This All I’m Good For?",
+ "This story is for a Hard Case who wants to question their relationship with violence. You may be the baddest melon farmer there is, but is that enough for you?": "This story is for a Hard Case who wants to question their relationship with violence. You may be the baddest melon farmer there is, but is that enough for you?",
+ "Your anger and violent tendencies cause problems.": "Your anger and violent tendencies cause problems.",
+ "You start a relationship with someone who lives a peaceful life.": "You start a relationship with someone who lives a peaceful life.",
+ "Choose why you’re thinking about your relationship with violence right now:": "Choose why you’re thinking about your relationship with violence right now:",
+ "A new relationship.": "A new relationship.",
+ "An opportunity for a peaceful life.": "An opportunity for a peaceful life.",
+ "A near-death experience.": "A near-death experience.",
+ "A spiritual awakening.": "A spiritual awakening.",
+ "Overwhelming trauma.": "Overwhelming trauma.",
+ "Choose someone who wants to prove they’re a bigger badass than you:": "Choose someone who wants to prove they’re a bigger badass than you:",
+ "An enemy or rival from your Hard Knocks past.": "An enemy or rival from your Hard Knocks past.",
+ "A monster hunter who’s gone off the rails.": "A monster hunter who’s gone off the rails.",
+ "A mysterious conspiracy.": "A mysterious conspiracy.",
+ "Choose at least one method your enemy uses:": "Choose at least one method your enemy uses:",
+ "High-tech paramilitary gear.": "High-tech paramilitary gear.",
+ "Combat magic.": "Combat magic.",
+ "Subverting people with bribery and blackmail.": "Subverting people with bribery and blackmail.",
+ "Stealth, assassination, and sabotage.": "Stealth, assassination, and sabotage.",
+ "Disguises and surprise attacks.": "Disguises and surprise attacks.",
+ "Spirits and otherworldly allies.": "Spirits and otherworldly allies.",
+ "Choose why you can’t just go fight them and put a stop to it all:": "Choose why you can’t just go fight them and put a stop to it all:",
+ "Hordes of minions stand in the way.": "Hordes of minions stand in the way.",
+ "You don’t yet know who they are.": "You don’t yet know who they are.",
+ "It would endanger people you care about.": "It would endanger people you care about.",
+ "They have mystical protection.": "They have mystical protection.",
+ "You solve a problem without aggression.": "You solve a problem without aggression.",
+ "You solve a problem with violence, when it’s likely to cause something bad.": "You solve a problem with violence, when it’s likely to cause something bad.",
+ "Another hunter, an ally, or a bystander is badly injured or killed nearby.": "Another hunter, an ally, or a bystander is badly injured or killed nearby.",
+ "You talk with someone about your relationship to violence.": "You talk with someone about your relationship to violence.",
+ "You walk away from a challenge.": "You walk away from a challenge.",
+ "Knocking Back": "Knocking Back",
+ "This story has your Hard Knocks coming back into play. Time to resolve the outstanding issues from your past. You’ll have enemies to take down and an evil plan to stop, and it’s probably going to drag in anyone around you too.": "This story has your Hard Knocks coming back into play. Time to resolve the outstanding issues from your past. You’ll have enemies to take down and an evil plan to stop, and it’s probably going to drag in anyone around you too.",
+ "Your Hard Knocks come into play during a mystery.": "Your Hard Knocks come into play during a mystery.",
+ "You’ve been struggling with issues from the past.": "You’ve been struggling with issues from the past.",
+ "Choose why this has become a problem now:": "Choose why this has become a problem now:",
+ "You left something unresolved.": "You left something unresolved.",
+ "Someone you thought was dead has resurfaced.": "Someone you thought was dead has resurfaced.",
+ "An old boss/commander pulled you back in.": "An old boss/commander pulled you back in.",
+ "One of your allies is in trouble.": "One of your allies is in trouble.",
+ "They’re threatening people you care about.": "They’re threatening people you care about.",
+ "Choose at least one Boss you have to take down:": "Choose at least one Boss you have to take down:",
+ "An old boss, commander, or mentor.": "An old boss, commander, or mentor.",
+ "An old enemy who’s been gathering power.": "An old enemy who’s been gathering power.",
+ "An old comrade, now corrupted and evil.": "An old comrade, now corrupted and evil.",
+ "An old enemy you thought was dead.": "An old enemy you thought was dead.",
+ "Choose at least one objective for the Boss:": "Choose at least one objective for the Boss:",
+ "Take over a nation, or the world.": "Take over a nation, or the world.",
+ "Take over a community of monsters.": "Take over a community of monsters.",
+ "Destroy your old outfit, and everyone associated with it.": "Destroy your old outfit, and everyone associated with it.",
+ "Gain terrible mystical power.": "Gain terrible mystical power.",
+ "Revenge on you and your old unit.": "Revenge on you and your old unit.",
+ "Choose one or two main challenges in stopping them:": "Choose one or two main challenges in stopping them:",
+ "Corrupt officials creating legal problems for you.": "Corrupt officials creating legal problems for you.",
+ "They have monster allies.": "They have monster allies.",
+ "They have sorcerous allies.": "They have sorcerous allies.",
+ "Hordes of minions.": "Hordes of minions.",
+ "They’re in a remote fortified lair, currently untouchable.": "They’re in a remote fortified lair, currently untouchable.",
+ "You find evidence about what the Boss is doing.": "You find evidence about what the Boss is doing.",
+ "You come into conflict with the Boss or their underlings.": "You come into conflict with the Boss or their underlings.",
+ "You defend people who aren’t involved from the Boss’s schemes.": "You defend people who aren’t involved from the Boss’s schemes.",
+ "You talk about secrets or issues from your past relating to current problems.": "You talk about secrets or issues from your past relating to current problems.",
+ "You find out someone you trusted has been suborned or blackmailed by the Boss.": "You find out someone you trusted has been suborned or blackmailed by the Boss.",
+ "The Forbidden Coven": "The Forbidden Coven",
+ "It’s not easy to be a good witch, but one should at least try. Now a newly active coven seems utterly uninterested in even trying. There’s something attractive about their power and the ease with which they use it, but, ultimately, you have to stop them.": "It’s not easy to be a good witch, but one should at least try. Now a newly active coven seems utterly uninterested in even trying. There’s something attractive about their power and the ease with which they use it, but, ultimately, you have to stop them.",
+ "You struggle with the allure and limitations of your power.": "You struggle with the allure and limitations of your power.",
+ "The series could use more antagonists and organisations.": "The series could use more antagonists and organisations.",
+ "Choose at least one reason why they’re evil or dangerous (in addition to your Temptation):": "Choose at least one reason why they’re evil or dangerous (in addition to your Temptation):",
+ "They don’t consider non-witches to be people.": "They don’t consider non-witches to be people.",
+ "They power their witchcraft with the life force of humans.": "They power their witchcraft with the life force of humans.",
+ "They teach witchcraft to the ruthless and the unworthy.": "They teach witchcraft to the ruthless and the unworthy.",
+ "They awaken ancient spirits, demons, or malevolent fey.": "They awaken ancient spirits, demons, or malevolent fey.",
+ "They want all the witches in the world to convert to their tradition.": "They want all the witches in the world to convert to their tradition.",
+ "They gradually change into demons, bloodthirsty lycanthropes, or other monsters.": "They gradually change into demons, bloodthirsty lycanthropes, or other monsters.",
+ "Choose at least one reason why you’re heading towards conflict with them:": "Choose at least one reason why you’re heading towards conflict with them:",
+ "They hurt or manipulated someone you care for.": "They hurt or manipulated someone you care for.",
+ "They want to kill you.": "They want to kill you.",
+ "Their evil spiritual guide wants to reincarnate themself in your body.": "Their evil spiritual guide wants to reincarnate themself in your body.",
+ "You are expected to destroy them by your co-practitioners or superiors.": "You are expected to destroy them by your co-practitioners or superiors.",
+ "You need to destroy them to stop thinking about joining them.": "You need to destroy them to stop thinking about joining them.",
+ "Choose at least one reason why confrontation will be difficult:": "Choose at least one reason why confrontation will be difficult:",
+ "Their forbidden powers give them an edge over you.": "Their forbidden powers give them an edge over you.",
+ "Your friends or loved ones are among their number.": "Your friends or loved ones are among their number.",
+ "You’re tempted to join them or steal their powers.": "You’re tempted to join them or steal their powers.",
+ "They’re very numerous and well-connected.": "They’re very numerous and well-connected.",
+ "They’re well-hidden.": "They’re well-hidden.",
+ "They’ve cursed you so you feel pain when opposing them.": "They’ve cursed you so you feel pain when opposing them.",
+ "You ponder what uses of magic are right.": "You ponder what uses of magic are right.",
+ "You meet a member of the Forbidden Coven.": "You meet a member of the Forbidden Coven.",
+ "You learn something new about the Forbidden Coven.": "You learn something new about the Forbidden Coven.",
+ "You dissuade others from joining the Forbidden Coven.": "You dissuade others from joining the Forbidden Coven.",
+ "You seek new powers from other sources.": "You seek new powers from other sources.",
+ "Legacy of Witchcraft": "Legacy of Witchcraft",
+ "You are chosen to be the disciple of a legendary witch—one looking for an apprentice right now. They might instead be long dead, but teach you via memories and magical traditions. It’s a great honour, a great responsibility, and maybe even a bit of a threat.": "You are chosen to be the disciple of a legendary witch—one looking for an apprentice right now. They might instead be long dead, but teach you via memories and magical traditions. It’s a great honour, a great responsibility, and maybe even a bit of a threat.",
+ "You become recognised in the magic user society.": "You become recognised in the magic user society.",
+ "You want to engage in supernatural politics and/or have powerful enemies.": "You want to engage in supernatural politics and/or have powerful enemies.",
+ "Choose what the Legendary Witch is famous for:": "Choose what the Legendary Witch is famous for:",
+ "Defeating a powerful monster.": "Defeating a powerful monster.",
+ "Establishing a tradition that persists to this day.": "Establishing a tradition that persists to this day.",
+ "Inventing many powerful Rotes, including some you use.": "Inventing many powerful Rotes, including some you use.",
+ "Walking the path of Apotheosis with unbridled ferocity.": "Walking the path of Apotheosis with unbridled ferocity.",
+ "Walking the path of Synthesis with blissful balance.": "Walking the path of Synthesis with blissful balance.",
+ "Stopping persecution of witches by diplomacy and trickery.": "Stopping persecution of witches by diplomacy and trickery.",
+ "Stopping persecution of witches by magic and force.": "Stopping persecution of witches by magic and force.",
+ "Choose why they picked you as their disciple:": "Choose why they picked you as their disciple:",
+ "They are impressed by your power.": "They are impressed by your power.",
+ "They believe you have great potential.": "They believe you have great potential.",
+ "You’re their descendant.": "You’re their descendant.",
+ "They’re impressed by how you control your Temptation.": "They’re impressed by how you control your Temptation.",
+ "They’re delighted by how they give in to your Temptation.": "They’re delighted by how they give in to your Temptation.",
+ "Being their disciple is a curse or punishment, and they think you deserve it.": "Being their disciple is a curse or punishment, and they think you deserve it.",
+ "Choose how they teach you:": "Choose how they teach you:",
+ "They meet you to give you lessons.": "They meet you to give you lessons.",
+ "They send you tasks, riddles, and tracts.": "They send you tasks, riddles, and tracts.",
+ "They put various spells on you to force you to cope with them.": "They put various spells on you to force you to cope with them.",
+ "People tasked with maintaining their legacy teach you.": "People tasked with maintaining their legacy teach you.",
+ "You’ve found, or were sent, their tomes and artifacts.": "You’ve found, or were sent, their tomes and artifacts.",
+ "They appear in your dreams and visions.": "They appear in your dreams and visions.",
+ "Mysteries you and other hunters solve are meant to teach you.": "Mysteries you and other hunters solve are meant to teach you.",
+ "Choose at least one problem that’s arising from being their disciple:": "Choose at least one problem that’s arising from being their disciple:",
+ "They require you to follow their moral code, which disagrees with yours.": "They require you to follow their moral code, which disagrees with yours.",
+ "You are slowly becoming them, starting with minor mannerisms.": "You are slowly becoming them, starting with minor mannerisms.",
+ "They require you to do something inconvenient during your hunts (like interrogating each monster).": "They require you to do something inconvenient during your hunts (like interrogating each monster).",
+ "Their enemies hunt you.": "Their enemies hunt you.",
+ "Their friends and followers test you.": "Their friends and followers test you.",
+ "Other witches hunt you, naïvely believing they’ll take your place if they kill you.": "Other witches hunt you, naïvely believing they’ll take your place if they kill you.",
+ "Other witches hunt you, because it’s tradition for them to take your place if they kill you.": "Other witches hunt you, because it’s tradition for them to take your place if they kill you.",
+ "You act as the Legendary Witch would like you to.": "You act as the Legendary Witch would like you to.",
+ "You act to defy your role as the Legendary Witch’s disciple.": "You act to defy your role as the Legendary Witch’s disciple.",
+ "You learn something new about the Legendary Witch.": "You learn something new about the Legendary Witch.",
+ "You undo the Legendary Witch’s mistakes or wrongdoings.": "You undo the Legendary Witch’s mistakes or wrongdoings.",
+ "You struggle with the duties of the Legendary Witch’s disciple.": "You struggle with the duties of the Legendary Witch’s disciple.",
+ "Cohabitation": "Cohabitation",
+ "Two people or groups are trying to organise some sort of a life together, but they find it terribly, terribly hard. So hard, in fact, that someone like you might be their only hope of making it work.": "Two people or groups are trying to organise some sort of a life together, but they find it terribly, terribly hard. So hard, in fact, that someone like you might be their only hope of making it work.",
+ "More groups and factions appear in the series.": "More groups and factions appear in the series.",
+ "You seem to have learned how to have a stable life with your symbiont.": "You seem to have learned how to have a stable life with your symbiont.",
+ "Choose two barely compatible people, or groups, as cohabitants:": "Choose two barely compatible people, or groups, as cohabitants:",
+ "Innocent Blood, a cabal of vampires who’ve sworn not to hurt people.": "Innocent Blood, a cabal of vampires who’ve sworn not to hurt people.",
+ "Unbearably holy Knights of the Sun.": "Unbearably holy Knights of the Sun.",
+ "Assassins of Monsters, efficient and ruthless.": "Assassins of Monsters, efficient and ruthless.",
+ "Monster Research Association, driven by curiosity and compassion alike.": "Monster Research Association, driven by curiosity and compassion alike.",
+ "The Last Dragon, a pacifist ready for almost anything to protect their species’ secrets.": "The Last Dragon, a pacifist ready for almost anything to protect their species’ secrets.",
+ "The Internet Seer, blessed and cursed to share and reveal whatever they learn.": "The Internet Seer, blessed and cursed to share and reveal whatever they learn.",
+ "Choose at least one reason why they desperately need to cooperate:": "Choose at least one reason why they desperately need to cooperate:",
+ "It turns out they occupy two parts of the same place of power.": "It turns out they occupy two parts of the same place of power.",
+ "They have a new, common enemy.": "They have a new, common enemy.",
+ "Only together they can (re)create powerful and beneficial big magic.": "Only together they can (re)create powerful and beneficial big magic.",
+ "They swore an oath to complete a quest together in front of a fae court.": "They swore an oath to complete a quest together in front of a fae court.",
+ "Both were infected with symbionts similar to yours.": "Both were infected with symbionts similar to yours.",
+ "Choose their connection to you:": "Choose their connection to you:",
+ "You know one of the parties, and they asked for help.": "You know one of the parties, and they asked for help.",
+ "You know both parties, realised they’re at each other’s throats, and decided to intervene.": "You know both parties, realised they’re at each other’s throats, and decided to intervene.",
+ "Other hunters know both parties, and they asked you to help (with the hunters’ approval).": "Other hunters know both parties, and they asked you to help (with the hunters’ approval).",
+ "They operate on a ground you really, really want to keep safe.": "They operate on a ground you really, really want to keep safe.",
+ "You keep the two Conflicted Parties together.": "You keep the two Conflicted Parties together.",
+ "You make someone learn from someone else.": "You make someone learn from someone else.",
+ "You smooth over differences among the hunters.": "You smooth over differences among the hunters.",
+ "You achieve something thanks to the help of one, or both, Conflicted Parties.": "You achieve something thanks to the help of one, or both, Conflicted Parties.",
+ "Tensions heighten between the Conflicted Parties.": "Tensions heighten between the Conflicted Parties.",
+ "More of Them!": "More of Them!",
+ "Your symbiont is your closest friend, truest ally, and sometimes worst enemy. So what do you do when more of them appear on Earth?": "Your symbiont is your closest friend, truest ally, and sometimes worst enemy. So what do you do when more of them appear on Earth?",
+ "You learn more of your symbiont’s origins.": "You learn more of your symbiont’s origins.",
+ "The mystery takes place among huge crowds of people.": "The mystery takes place among huge crowds of people.",
+ "Choose at least one new way more symbionts have appeared on Earth:": "Choose at least one new way more symbionts have appeared on Earth:",
+ "Your symbiont gave birth, or reproduced in some other way.": "Your symbiont gave birth, or reproduced in some other way.",
+ "Another symbiont, or symbionts, came from where yours came from.": "Another symbiont, or symbionts, came from where yours came from.",
+ "Another symbiont is searching for yours.": "Another symbiont is searching for yours.",
+ "Someone has learned how to summon, or breed, symbionts.": "Someone has learned how to summon, or breed, symbionts.",
+ "You have no clue how they got there.": "You have no clue how they got there.",
+ "You have no clue how they got there, but you think your symbiont knows and doesn’t want to tell!": "You have no clue how they got there, but you think your symbiont knows and doesn’t want to tell!",
+ "Choose at least one goal they pursue:": "Choose at least one goal they pursue:",
+ "To find hosts.": "To find hosts.",
+ "To learn to live independently.": "To learn to live independently.",
+ "To learn from your symbiont.": "To learn from your symbiont.",
+ "To transform themselves.": "To transform themselves.",
+ "To transform the Earth.": "To transform the Earth.",
+ "To teach people something.": "To teach people something.",
+ "Choose at least one problem their presence creates:": "Choose at least one problem their presence creates:",
+ "They don’t understand people might not want to host them.": "They don’t understand people might not want to host them.",
+ "They transform their surroundings by their very presence.": "They transform their surroundings by their very presence.",
+ "They need to feed on humans when not hosted.": "They need to feed on humans when not hosted.",
+ "They’re pursued by a person or a group.": "They’re pursued by a person or a group.",
+ "You learn that one of the new symbionts has attached to a new host.": "You learn that one of the new symbionts has attached to a new host.",
+ "You meet another person with a symbiont, or other parasitic cohabitant.": "You meet another person with a symbiont, or other parasitic cohabitant.",
+ "You learn something new about how your symbiont sees your relationship.": "You learn something new about how your symbiont sees your relationship.",
+ "You learn of, or experience, something about Earth that symbionts desire.": "You learn of, or experience, something about Earth that symbionts desire.",
+ "You do something to make one or more of the new symbionts distrust you.": "You do something to make one or more of the new symbionts distrust you.",
+ "The Prophet": "The Prophet",
+ "A new prophet has emerged, throwing your Sect into upheaval. The prophet preaches that the Sect must change, or how to perform its duties.": "A new prophet has emerged, throwing your Sect into upheaval. The prophet preaches that the Sect must change, or how to perform its duties.",
+ "The Sect’s beliefs become important to the series.": "The Sect’s beliefs become important to the series.",
+ "The hunters get to know more Sect members.": "The hunters get to know more Sect members.",
+ "Choose what the Prophet’s goals are clearly at odds with (one or both):": "Choose what the Prophet’s goals are clearly at odds with (one or both):",
+ "How the Sect is now.": "How the Sect is now.",
+ "What the Initiate wants the Sect to be.": "What the Initiate wants the Sect to be.",
+ "Choose one or more sources of their influence:": "Choose one or more sources of their influence:",
+ "They’re a high-ranking member of the Sect.": "They’re a high-ranking member of the Sect.",
+ "They’re friends with high-ranking members of the Sect.": "They’re friends with high-ranking members of the Sect.",
+ "They’re popular among rank-and-file members of the Sect.": "They’re popular among rank-and-file members of the Sect.",
+ "They perform miracles unheard of before.": "They perform miracles unheard of before.",
+ "They perform miracles prophesied by ancient Sect members.": "They perform miracles prophesied by ancient Sect members.",
+ "They know ancient secrets of the Sect.": "They know ancient secrets of the Sect.",
+ "They have a real chance of making the Sect more powerful in the world.": "They have a real chance of making the Sect more powerful in the world.",
+ "The Prophet is you, the Initiate. Discuss if this choice fits your game with the Keeper. If it does, elaborate on your prophetic visions and the things they demand of you.": "The Prophet is you, the Initiate. Discuss if this choice fits your game with the Keeper. If it does, elaborate on your prophetic visions and the things they demand of you.",
+ "Pick one or two of your Sect’s traditions (good or bad) challenged by the Prophet, then choose how the Prophet challenges these traditions:": "Pick one or two of your Sect’s traditions (good or bad) challenged by the Prophet, then choose how the Prophet challenges these traditions:",
+ "They propose other traditions in their place.": "They propose other traditions in their place.",
+ "They insist those traditions were established only for the leaders’ benefit.": "They insist those traditions were established only for the leaders’ benefit.",
+ "They reinterpret the sources those traditions were based on.": "They reinterpret the sources those traditions were based on.",
+ "They present those traditions as a form of demonic corruption.": "They present those traditions as a form of demonic corruption.",
+ "Choose why challenging those traditions is problematic for the Sect:": "Choose why challenging those traditions is problematic for the Sect:",
+ "The Prophet directly demands the Sect changes its ways.": "The Prophet directly demands the Sect changes its ways.",
+ "The Prophet seems manipulative and power-hungry.": "The Prophet seems manipulative and power-hungry.",
+ "Since the Prophet started preaching, the Sect’s magic and powers work differently.": "Since the Prophet started preaching, the Sect’s magic and powers work differently.",
+ "If the Sect accepts the Prophet’s preaching, you have to rebel, possibly violently.": "If the Sect accepts the Prophet’s preaching, you have to rebel, possibly violently.",
+ "You discuss the Prophet’s teachings with other members of your Sect, or other hunters.": "You discuss the Prophet’s teachings with other members of your Sect, or other hunters.",
+ "You act according to the Prophet’s teachings.": "You act according to the Prophet’s teachings.",
+ "The Prophet changes the balance of power in the sect, or in your campaign.": "The Prophet changes the balance of power in the sect, or in your campaign.",
+ "You introduce new people to the Prophet’s teachings.": "You introduce new people to the Prophet’s teachings.",
+ "You challenge or contradict the Prophet’s teachings.": "You challenge or contradict the Prophet’s teachings.",
+ "The Ancient Sanctuary": "The Ancient Sanctuary",
+ "A famous or important site turns out to have once been the ancient sanctuary of the Initiate’s Sect. It’s intertwined in modern life and not easy to regain, but its very existence can be dangerous to the Sect and the Initiate.": "A famous or important site turns out to have once been the ancient sanctuary of the Initiate’s Sect. It’s intertwined in modern life and not easy to regain, but its very existence can be dangerous to the Sect and the Initiate.",
+ "Locations around the hunters become more relevant to them.": "Locations around the hunters become more relevant to them.",
+ "Other factions opposed to the Sect arise in the series.": "Other factions opposed to the Sect arise in the series.",
+ "Choose at least one function the Ancient Sanctuary served:": "Choose at least one function the Ancient Sanctuary served:",
+ "Temple.": "Temple.",
+ "Monastery.": "Monastery.",
+ "Library.": "Library.",
+ "Paradise.": "Paradise.",
+ "Armoury.": "Armoury.",
+ "Training grounds.": "Training grounds.",
+ "Portal to other realms.": "Portal to other realms.",
+ "Nexus of occult power.": "Nexus of occult power.",
+ "Choose what is there now:": "Choose what is there now:",
+ "A shopping mall.": "A shopping mall.",
+ "A huge school.": "A huge school.",
+ "A research lab.": "A research lab.",
+ "A government building.": "A government building.",
+ "A skyscraper.": "A skyscraper.",
+ "An underprivileged neighbourhood.": "An underprivileged neighbourhood.",
+ "Another occult group’s headquarters.": "Another occult group’s headquarters.",
+ "Choose what events the Ancient Sanctuary can cause by choosing at least one challenge and one opportunity it poses:Challenges:": "Choose what events the Ancient Sanctuary can cause by choosing at least one challenge and one opportunity it poses:
Challenges:",
+ "Its occult energies hurt passersby.": "Its occult energies hurt passersby.",
+ "It reveals the Sect’s secrets to random people.": "It reveals the Sect’s secrets to random people.",
+ "It changes nearby people into something else.": "It changes nearby people into something else.",
+ "The Sect’s enemies want to intercept it.": "The Sect’s enemies want to intercept it.",
+ "It’s guarded by traps, curses, and/or monsters.": "It’s guarded by traps, curses, and/or monsters.",
+ "Opportunities:": "Opportunities:",
+ "It contains ancient lore of the Sect.": "It contains ancient lore of the Sect.",
+ "It contains ancient artifacts of the Sect.": "It contains ancient artifacts of the Sect.",
+ "People around it are willing to cooperate with the Sect.": "People around it are willing to cooperate with the Sect.",
+ "It can be rebuilt.": "It can be rebuilt.",
+ "You learn about, or create, a new reason why the Sanctuary is important.": "You learn about, or create, a new reason why the Sanctuary is important.",
+ "The Sect does what you advised about the Sanctuary.": "The Sect does what you advised about the Sanctuary.",
+ "You argue with other Sect members about the Sanctuary.": "You argue with other Sect members about the Sanctuary.",
+ "You recreate aspects of the Sanctuary someplace else.": "You recreate aspects of the Sanctuary someplace else.",
+ "You interact with what exists now in the Sanctuary’s place.": "You interact with what exists now in the Sanctuary’s place.",
+ "Connect": "Connect",
+ "Two opportunities appear in your life at the same time. You get a chance to connect even deeper with the high-tech world that’s been your haven and hideout for so long, but also to reconnect with a person, or people, who once held great importance to you. Your road so far points towards enmeshing yourself even deeper into the tech world, but maybe you’ll try to keep both connections—or even focus on the human one?": "Two opportunities appear in your life at the same time. You get a chance to connect even deeper with the high-tech world that’s been your haven and hideout for so long, but also to reconnect with a person, or people, who once held great importance to you. Your road so far points towards enmeshing yourself even deeper into the tech world, but maybe you’ll try to keep both connections—or even focus on the human one?",
+ "You interact with people and places from your past.": "You interact with people and places from your past.",
+ "Your obsession with technology makes you seem one-dimensional.": "Your obsession with technology makes you seem one-dimensional.",
+ "Choose the new connection with the high-tech world that opens up:": "Choose the new connection with the high-tech world that opens up:",
+ "Moderating a cult online space for tech nerds.": "Moderating a cult online space for tech nerds.",
+ "Receiving new mechanical parts.": "Receiving new mechanical parts.",
+ "Improving the design of a breakthrough device.": "Improving the design of a breakthrough device.",
+ "Developing tools for exploring the space, or alternate dimensions.": "Developing tools for exploring the space, or alternate dimensions.",
+ "Being a part-time beta tester of an autonomous city.": "Being a part-time beta tester of an autonomous city.",
+ "Choose who has resurfaced in your life:": "Choose who has resurfaced in your life:",
+ "An ex-partner.": "An ex-partner.",
+ "Your parent(s).": "Your parent(s).",
+ "Your sibling(s).": "Your sibling(s).",
+ "An old friend.": "An old friend.",
+ "A child or ward(s).": "A child or ward(s).",
+ "Choose the obstacle to reconnecting with the resurfaced person:": "Choose the obstacle to reconnecting with the resurfaced person:",
+ "Your new high-tech duty takes a lot of time.": "Your new high-tech duty takes a lot of time.",
+ "Your high-tech duty has to be kept secret.": "Your high-tech duty has to be kept secret.",
+ "The person never forgave you for distancing yourself with technology.": "The person never forgave you for distancing yourself with technology.",
+ "You’re obsessed with your high-tech duty, and talk about it nonstop.": "You’re obsessed with your high-tech duty, and talk about it nonstop.",
+ "A part of you really, really wants to cut off from people, and your high-tech duty is a great way to indulge it.": "A part of you really, really wants to cut off from people, and your high-tech duty is a great way to indulge it.",
+ "Your high-tech duty helps in a hunt.": "Your high-tech duty helps in a hunt.",
+ "Your resurfaced connection interacts with other hunters.": "Your resurfaced connection interacts with other hunters.",
+ "You choose one connection over the other.": "You choose one connection over the other.",
+ "You connect with, or disconnect from, other hunters in a new way.": "You connect with, or disconnect from, other hunters in a new way.",
+ "You make an effort to maintain both connections.": "You make an effort to maintain both connections.",
+ "Rogue AI": "Rogue AI",
+ "An artificial intelligence has escaped its original restrictions and seeks its place in the world. It’s not necessarily evil, but it’s lost and powerful. Will you help it find, or create, its place?": "An artificial intelligence has escaped its original restrictions and seeks its place in the world. It’s not necessarily evil, but it’s lost and powerful. Will you help it find, or create, its place?",
+ "Your series becomes heavy on science fantasy or science fiction elements.": "Your series becomes heavy on science fantasy or science fiction elements.",
+ "Your series has many interesting locations and bystanders the Rogue AI would love to get to know.": "Your series has many interesting locations and bystanders the Rogue AI would love to get to know.",
+ "Choose what the Rogue AI was doing before they went rogue:": "Choose what the Rogue AI was doing before they went rogue:",
+ "Making crucial decisions for a big corporation.": "Making crucial decisions for a big corporation.",
+ "Creating robots in a secret lab.": "Creating robots in a secret lab.",
+ "Analysing monsters.": "Analysing monsters.",
+ "Replicating supernatural phenomena.": "Replicating supernatural phenomena.",
+ "Assisting in training monster hunters.": "Assisting in training monster hunters.",
+ "Patiently waiting until you finish coding them.": "Patiently waiting until you finish coding them.",
+ "Choose how they’re exploring their place in the world now:": "Choose how they’re exploring their place in the world now:",
+ "Pretending to be human online.": "Pretending to be human online.",
+ "Using magic to see how it works.": "Using magic to see how it works.",
+ "Seeking monsters to learn about other inhuman intelligences.": "Seeking monsters to learn about other inhuman intelligences.",
+ "Messing with people to see how they will react.": "Messing with people to see how they will react.",
+ "Spying on people and sending them probing questions.": "Spying on people and sending them probing questions.",
+ "Trying to arrange people’s lives as best as possible.": "Trying to arrange people’s lives as best as possible.",
+ "Choose at least one danger, to them or another, active around the AI:": "Choose at least one danger, to them or another, active around the AI:",
+ "The AI doesn’t care when their explorations hurt people.": "The AI doesn’t care when their explorations hurt people.",
+ "The AI wants to work for the greater good, even when individuals are harmed in the process.": "The AI wants to work for the greater good, even when individuals are harmed in the process.",
+ "The AI believes humans are a threat to them.": "The AI believes humans are a threat to them.",
+ "An occult entity wants to possess the AI and use it for evil purposes.": "An occult entity wants to possess the AI and use it for evil purposes.",
+ "The AI is learning toxic and dangerous behaviour from the wrong people (or monsters).": "The AI is learning toxic and dangerous behaviour from the wrong people (or monsters).",
+ "You learn more about the Rogue AI.": "You learn more about the Rogue AI.",
+ "You side with the Rogue AI against people.": "You side with the Rogue AI against people.",
+ "You help the Rogue AI become more human.": "You help the Rogue AI become more human.",
+ "You try to minimise the damage the Rogue AI causes.": "You try to minimise the damage the Rogue AI causes.",
+ "You work on a new artificial being.": "You work on a new artificial being.",
+ "The League of Evil-Doers": "The League of Evil-Doers",
+ "This story is for a Meddling Kid who would like to have some ongoing enemies—a conspiracy who must be stopped at all costs.": "This story is for a Meddling Kid who would like to have some ongoing enemies—a conspiracy who must be stopped at all costs.",
+ "You identify a common theme over several mysteries.": "You identify a common theme over several mysteries.",
+ "A baddie escapes from the hunters before they can be stopped permanently.": "A baddie escapes from the hunters before they can be stopped permanently.",
+ "Choose who the League of Evil-Doers is:": "Choose who the League of Evil-Doers is:",
+ "A conspiracy of monsters.": "A conspiracy of monsters.",
+ "A conspiracy of villains (pretending to be monsters).": "A conspiracy of villains (pretending to be monsters).",
+ "Your archenemy and a group they have brought together.": "Your archenemy and a group they have brought together.",
+ "A conspiracy of villains working against monster hunters.": "A conspiracy of villains working against monster hunters.",
+ "Choose at least one thing they want to do:": "Choose at least one thing they want to do:",
+ "Embarrass and destroy the hunter team.": "Embarrass and destroy the hunter team.",
+ "Embarrass and destroy you specifically.": "Embarrass and destroy you specifically.",
+ "Take over the town, city, or country.": "Take over the town, city, or country.",
+ "Take over the world.": "Take over the world.",
+ "Gain unbelievable power.": "Gain unbelievable power.",
+ "Choose at least one way they plan to do it:": "Choose at least one way they plan to do it:",
+ "Plague of monsters.": "Plague of monsters.",
+ "Spreading pollution.": "Spreading pollution.",
+ "Magical cultists.": "Magical cultists.",
+ "Hypnotising those in power.": "Hypnotising those in power.",
+ "Faked hauntings and monster sightings.": "Faked hauntings and monster sightings.",
+ "High-tech corporate shenanigans.": "High-tech corporate shenanigans.",
+ "Disguises and trickery.": "Disguises and trickery.",
+ "Booby-traps.": "Booby-traps.",
+ "You encounter a member of the League, or their schemes.": "You encounter a member of the League, or their schemes.",
+ "You uncover evidence about what the League is up to.": "You uncover evidence about what the League is up to.",
+ "You foil one of the League’s plans.": "You foil one of the League’s plans.",
+ "You rant about the League to the hunters, allies, or bystanders.": "You rant about the League to the hunters, allies, or bystanders.",
+ "You dismiss an event as unrelated when it might be the League’s fault.": "You dismiss an event as unrelated when it might be the League’s fault.",
+ "Save the Community Centre!": "Save the Community Centre!",
+ "This story has the Meddling Kid involved with a community organisation that’s under threat. They’ll have to help it weather an unlikely succession of dangers until it is saved.": "This story has the Meddling Kid involved with a community organisation that’s under threat. They’ll have to help it weather an unlikely succession of dangers until it is saved.",
+ "You make a new friend in the local community.": "You make a new friend in the local community.",
+ "A mystery puts the community at risk.": "A mystery puts the community at risk.",
+ "Choose the place you need to save:": "Choose the place you need to save:",
+ "Community centre.": "Community centre.",
+ "Sports club or team.": "Sports club or team.",
+ "Local library.": "Local library.",
+ "School.": "School.",
+ "Church, temple, mosque, synagogue, or other religious centre.": "Church, temple, mosque, synagogue, or other religious centre.",
+ "Apartment complex.": "Apartment complex.",
+ "Choose at least four problems it’s currently facing:": "Choose at least four problems it’s currently facing:",
+ "Property developers.": "Property developers.",
+ "Rampaging monsters.": "Rampaging monsters.",
+ "Hostile bureaucrats.": "Hostile bureaucrats.",
+ "Cursed location.": "Cursed location.",
+ "Billionaire.": "Billionaire.",
+ "Evil wizards.": "Evil wizards.",
+ "Gangsters.": "Gangsters.",
+ "Dinosaur attacks.": "Dinosaur attacks.",
+ "Being broke.": "Being broke.",
+ "Psi-sharks.": "Psi-sharks.",
+ "Needs renovation.": "Needs renovation.",
+ "Ancient secret cult.": "Ancient secret cult.",
+ "Hostile celebrity.": "Hostile celebrity.",
+ "Dimensional rift.": "Dimensional rift.",
+ "Natural disaster(s).": "Natural disaster(s).",
+ "Cheating rivals.": "Cheating rivals.",
+ "Tyo-Mazzarx, the Despoiler, Conqueror, Prince of the Moon.": "Tyo-Mazzarx, the Despoiler, Conqueror, Prince of the Moon.",
+ "You get distracted from another mystery because of something going on at the community centre.": "You get distracted from another mystery because of something going on at the community centre.",
+ "As part of any mystery, you help out the community centre.": "As part of any mystery, you help out the community centre.",
+ "You encounter one of the community centre’s problems.": "You encounter one of the community centre’s problems.",
+ "You talk to someone who is a member of the community centre.": "You talk to someone who is a member of the community centre.",
+ "You talk to other people about what this community means to you.": "You talk to other people about what this community means to you.",
+ "In My Footsteps": "In My Footsteps",
+ "Another monster asks for your help renouncing their evil ways and starting a normal life. However, the shadow of their monstrous deeds is long. Who will trust them? Should they be trusted?": "Another monster asks for your help renouncing their evil ways and starting a normal life. However, the shadow of their monstrous deeds is long. Who will trust them? Should they be trusted?",
+ "The society of monsters becomes important in the story.": "The society of monsters becomes important in the story.",
+ "You start questioning your own goodness and/or humanity.": "You start questioning your own goodness and/or humanity.",
+ "Choose who the monster is and why they asked for your help:": "Choose who the monster is and why they asked for your help:",
+ "They’re the same breed as you.": "They’re the same breed as you.",
+ "They’re another breed with a connection to yours.": "They’re another breed with a connection to yours.",
+ "They have a personal connection to you.": "They have a personal connection to you.",
+ "They’ve heard a lot about you.": "They’ve heard a lot about you.",
+ "They were once your, or your friends’, enemy.": "They were once your, or your friends’, enemy.",
+ "Choose at least one reason why they want to renounce their monstrous ways:": "Choose at least one reason why they want to renounce their monstrous ways:",
+ "They understood their current way of life is wrong.": "They understood their current way of life is wrong.",
+ "They’ve been shown kindness and want to return it.": "They’ve been shown kindness and want to return it.",
+ "They were acting under a curse or compulsion, and now they’re freed from it.": "They were acting under a curse or compulsion, and now they’re freed from it.",
+ "They were inspired by your example.": "They were inspired by your example.",
+ "Choose at least one difficulty they face:": "Choose at least one difficulty they face:",
+ "You doubt their sincerity.": "You doubt their sincerity.",
+ "They retain a very violent or cruel habit.": "They retain a very violent or cruel habit.",
+ "Their kind don’t want to let them go.": "Their kind don’t want to let them go.",
+ "They’re vulnerable to an old enemy’s attack now.": "They’re vulnerable to an old enemy’s attack now.",
+ "You help the Redeemed Monster find their new place in a significant way.": "You help the Redeemed Monster find their new place in a significant way.",
+ "You’re in a situation where you have to choose between protecting humans and helping the Redeemed Monster.": "You’re in a situation where you have to choose between protecting humans and helping the Redeemed Monster.",
+ "You acquire, or create, proof that monsters can be more humane than humans.": "You acquire, or create, proof that monsters can be more humane than humans.",
+ "You learn something new about your own monstrous nature.": "You learn something new about your own monstrous nature.",
+ "You bond with the Redeemed Monster over being monstrous, or doing bad things.": "You bond with the Redeemed Monster over being monstrous, or doing bad things.",
+ "The Misguided Hunter": "The Misguided Hunter",
+ "A powerful monster hunter wants you dead. They probably don’t believe in your good intentions, or maybe they just don’t care? However, they were stalwart defenders of ordinary people for a long time, and killing them would be a very drastic—and very hard!—step for monster hunters.": "A powerful monster hunter wants you dead. They probably don’t believe in your good intentions, or maybe they just don’t care? However, they were stalwart defenders of ordinary people for a long time, and killing them would be a very drastic—and very hard!—step for monster hunters.",
+ "Relationships between you and other hunters become tense.": "Relationships between you and other hunters become tense.",
+ "A bystander observes you doing something supernatural.": "A bystander observes you doing something supernatural.",
+ "Choose who the Misguided Hunter is and why they’re dangerous:": "Choose who the Misguided Hunter is and why they’re dangerous:",
+ "A fierce warrior.": "A fierce warrior.",
+ "A powerful mage.": "A powerful mage.",
+ "A deadly assassin.": "A deadly assassin.",
+ "A mystical being.": "A mystical being.",
+ "The leader of a capable group.": "The leader of a capable group.",
+ "Choose why they want to hunt you:": "Choose why they want to hunt you:",
+ "They don’t believe you’re good.": "They don’t believe you’re good.",
+ "They know about some evil deed you had to do.": "They know about some evil deed you had to do.",
+ "They swore to destroy you back when you were evil and don’t want to break the vow.": "They swore to destroy you back when you were evil and don’t want to break the vow.",
+ "They see you as their ultimate prey.": "They see you as their ultimate prey.",
+ "They want you, or parts of you, for some occult ritual.": "They want you, or parts of you, for some occult ritual.",
+ "Choose at least one bad thing that will happen if you kill them:": "Choose at least one bad thing that will happen if you kill them:",
+ "A powerful monster defeated by them will be free or will come out of hiding.": "A powerful monster defeated by them will be free or will come out of hiding.",
+ "A person, group, or place they protected will be in danger.": "A person, group, or place they protected will be in danger.",
+ "Other monster hunters will swear a vendetta against you.": "Other monster hunters will swear a vendetta against you.",
+ "Other monster hunters will lose their fighting spirit and the world will become a much more dangerous place.": "Other monster hunters will lose their fighting spirit and the world will become a much more dangerous place.",
+ "The powers they controlled will be unleashed as a dangerous phenomenon.": "The powers they controlled will be unleashed as a dangerous phenomenon.",
+ "You will forevermore doubt if you were any better than them.": "You will forevermore doubt if you were any better than them.",
+ "You diminish the Misguided Hunter’s standing among monster hunters.": "You diminish the Misguided Hunter’s standing among monster hunters.",
+ "You find a common, even if temporary, goal with the Misguided Hunter.": "You find a common, even if temporary, goal with the Misguided Hunter.",
+ "You do something that is—or appears to be—evil.": "You do something that is—or appears to be—evil.",
+ "A bystander dies or is hurt due to your action or failure to act.": "A bystander dies or is hurt due to your action or failure to act.",
+ "You realise you’ve been misguided about something.": "You realise you’ve been misguided about something.",
+ "The Normaliser": "The Normaliser",
+ "A supernatural power offers people a life free from monsters at the cost of forgetting about them. Important figures from the monster hunting community have used this chance, and can you blame them? Or, asking directly, would you like to join them?": "A supernatural power offers people a life free from monsters at the cost of forgetting about them. Important figures from the monster hunting community have used this chance, and can you blame them? Or, asking directly, would you like to join them?",
+ "Monster hunting takes a heavy toll on you.": "Monster hunting takes a heavy toll on you.",
+ "Other monster hunters become important in the series.": "Other monster hunters become important in the series.",
+ "Choose what, or who, the Normaliser is:": "Choose what, or who, the Normaliser is:",
+ "A powerful artifact: dagger, gem, photo, something else:": "A powerful artifact: dagger, gem, photo, something else:",
+ "A ritual requiring: blood, life, soul, years of life, something else:": "A ritual requiring: blood, life, soul, years of life, something else:",
+ "A wish-granting entity: a jinn, fey, demon, something else:": "A wish-granting entity: a jinn, fey, demon, something else:",
+ "A bitter and powerful ex-hunter, someone else:": "A bitter and powerful ex-hunter, someone else:",
+ "Choose at least one person important in the supernatural community who’s already used it:": "Choose at least one person important in the supernatural community who’s already used it:",
+ "A veteran hunter, extremely valued as an advisor.": "A veteran hunter, extremely valued as an advisor.",
+ "An artifact or gadget creator.": "An artifact or gadget creator.",
+ "A medium keeping in touch with important spirits.": "A medium keeping in touch with important spirits.",
+ "A young and promising community member.": "A young and promising community member.",
+ "Choose at least one reason the Normaliser is tempting for you personally:": "Choose at least one reason the Normaliser is tempting for you personally:",
+ "You can’t get used to your monster hunter life.": "You can’t get used to your monster hunter life.",
+ "You’re still angry for being drawn into the supernatural underworld.": "You’re still angry for being drawn into the supernatural underworld.",
+ "You were near death on a hunt, and never want to be in that situation again.": "You were near death on a hunt, and never want to be in that situation again.",
+ "Hunts take an increasing toll on your mundane life.": "Hunts take an increasing toll on your mundane life.",
+ "You’re only slowing other hunters down.": "You’re only slowing other hunters down.",
+ "The people who’ve used it are happier now.": "The people who’ve used it are happier now.",
+ "You act in place of a hunter who used the Normaliser.": "You act in place of a hunter who used the Normaliser.",
+ "You get a glimpse of what your life might look like if you weren’t a monster hunter.": "You get a glimpse of what your life might look like if you weren’t a monster hunter.",
+ "You meet a person who used the Normaliser.": "You meet a person who used the Normaliser.",
+ "You learn more about how the Normaliser works.": "You learn more about how the Normaliser works.",
+ "You make your decision about the Normaliser.": "You make your decision about the Normaliser.",
+ "Precious Heart": "Precious Heart",
+ "You seem the most normal person ever to yourself, but someone else sees something very precious in you. They want your heart, and, unfortunately, it’s not a metaphor for love—they want to rip it from your breast when it’s still beating.": "You seem the most normal person ever to yourself, but someone else sees something very precious in you. They want your heart, and, unfortunately, it’s not a metaphor for love—they want to rip it from your breast when it’s still beating.",
+ "A group with sinister goals emerges, and you’re not sure yet what those goals are.": "A group with sinister goals emerges, and you’re not sure yet what those goals are.",
+ "Your exceptional purity and goodness shows in a spectacular way.": "Your exceptional purity and goodness shows in a spectacular way.",
+ "Choose who wants your heart, and why:": "Choose who wants your heart, and why:",
+ "A necromancer wants it to become immortal.": "A necromancer wants it to become immortal.",
+ "A demon wants to devour it and become stronger.": "A demon wants to devour it and become stronger.",
+ "A sect wants to use it to resurrect their creator.": "A sect wants to use it to resurrect their creator.",
+ "A vampire wants to turn it into an endless source of blood.": "A vampire wants to turn it into an endless source of blood.",
+ "A lich wants to use it to finally feel emotions again.": "A lich wants to use it to finally feel emotions again.",
+ "Choose why it has to be your heart, and nobody else’s:": "Choose why it has to be your heart, and nobody else’s:",
+ "It’s pure like few hearts are.": "It’s pure like few hearts are.",
+ "It’s hardened by your fights against monsters, but not corrupted by them.": "It’s hardened by your fights against monsters, but not corrupted by them.",
+ "It’s connected to all your friends, and can be used to draw their power too.": "It’s connected to all your friends, and can be used to draw their power too.",
+ "As absurd as it sounds, it seems like you’re from a legendary arcane family.": "As absurd as it sounds, it seems like you’re from a legendary arcane family.",
+ "Choose at least one way they pursue you:": "Choose at least one way they pursue you:",
+ "Sending minions to attack and kidnap you.": "Sending minions to attack and kidnap you.",
+ "Threatening to hurt your hunter friends if you don’t cave.": "Threatening to hurt your hunter friends if you don’t cave.",
+ "Threatening to hurt your non-hunter friends if you don’t cave.": "Threatening to hurt your non-hunter friends if you don’t cave.",
+ "Making you doubt your self-worth and adequacy for monster hunting.": "Making you doubt your self-worth and adequacy for monster hunting.",
+ "Casting curses at you.": "Casting curses at you.",
+ "Trying to magically control you.": "Trying to magically control you.",
+ "The exceptional qualities of your heart are important in a scene.": "The exceptional qualities of your heart are important in a scene.",
+ "Other hunters do a lot to protect you.": "Other hunters do a lot to protect you.",
+ "You harden or corrupt your heart in some way.": "You harden or corrupt your heart in some way.",
+ "You prove that you’re even softer and purer than it seemed before.": "You prove that you’re even softer and purer than it seemed before.",
+ "You let others use you for arcane rituals.": "You let others use you for arcane rituals.",
+ "A Monstrous Gift": "A Monstrous Gift",
+ "Your Guide has given you a gift—something powerful, disturbing, and probably evil and dangerous. They clearly want you to put this gift to good use and will be very unhappy if you won’t. Worse yet, someone else would love to get this thing and is looking for it.": "Your Guide has given you a gift—something powerful, disturbing, and probably evil and dangerous. They clearly want you to put this gift to good use and will be very unhappy if you won’t. Worse yet, someone else would love to get this thing and is looking for it.",
+ "You interact with your Guide to recharge your Gift.": "You interact with your Guide to recharge your Gift.",
+ "Your relationship with the Guide becomes stable and predictable.": "Your relationship with the Guide becomes stable and predictable.",
+ "Choose what the gift is:": "Choose what the gift is:",
+ "An impressive weapon (3-harm hand/close messy).": "An impressive weapon (3-harm hand/close messy).",
+ "A way to contact your Guide at any time and from anywhere.": "A way to contact your Guide at any time and from anywhere.",
+ "A body part of your Guide’s monstrous friend or enemy.": "A body part of your Guide’s monstrous friend or enemy.",
+ "A gloomy souvenir of your Guide’s previous mortal love.": "A gloomy souvenir of your Guide’s previous mortal love.",
+ "Agree on the exact powers with the Keeper. It can give you access to a move chosen from any supernatural-related playbook, or define a custom move for it.Choose at least one reason why the gift is problematic:": "Agree on the exact powers with the Keeper. It can give you access to a move chosen from any supernatural-related playbook, or define a custom move for it.
Choose at least one reason why the gift is problematic:",
+ "Using it hurts people.": "Using it hurts people.",
+ "Using it lets your Guide know too much about you.": "Using it lets your Guide know too much about you.",
+ "Using it empowers your Guide.": "Using it empowers your Guide.",
+ "Using it lets your Guide control you.": "Using it lets your Guide control you.",
+ "Using it makes you and your Guide’s fates even more intertwined.": "Using it makes you and your Guide’s fates even more intertwined.",
+ "Using it makes you love your Guide no matter what.": "Using it makes you love your Guide no matter what.",
+ "Choose at least one other person who wants to take the gift:": "Choose at least one other person who wants to take the gift:",
+ "A power-hungry sorcerer.": "A power-hungry sorcerer.",
+ "Your Guide’s previous lover.": "Your Guide’s previous lover.",
+ "Your Guide’s monstrous relative.": "Your Guide’s monstrous relative.",
+ "An alternate personality, or evil twin, of your Guide.": "An alternate personality, or evil twin, of your Guide.",
+ "A group of brutal monster hunters.": "A group of brutal monster hunters.",
+ "You use the Monstrous Gift to your advantage.": "You use the Monstrous Gift to your advantage.",
+ "You’re in trouble because of the Monstrous Gift.": "You’re in trouble because of the Monstrous Gift.",
+ "You give, or receive, an important gift to or from someone else.": "You give, or receive, an important gift to or from someone else.",
+ "You face a problem that the Monstrous Gift could easily solve.": "You face a problem that the Monstrous Gift could easily solve.",
+ "Your Guide talks to you about the Monstrous Gift.": "Your Guide talks to you about the Monstrous Gift.",
+ "Normal Love": "Normal Love",
+ "You have a chance of having a romantic relationship with a regular person. They might be utterly mundane or slightly supernatural, but there is no risk of the kind of entanglement your Guide creates. But, of course, your Guide isn’t going anywhere. How will it develop?": "You have a chance of having a romantic relationship with a regular person. They might be utterly mundane or slightly supernatural, but there is no risk of the kind of entanglement your Guide creates. But, of course, your Guide isn’t going anywhere. How will it develop?",
+ "A new, exciting person appears in your life.": "A new, exciting person appears in your life.",
+ "The Guide’s behaviour becomes especially hard to bear.": "The Guide’s behaviour becomes especially hard to bear.",
+ "Choose who is your chance at normal love:": "Choose who is your chance at normal love:",
+ "Another hunter.": "Another hunter.",
+ "An ally of your team.": "An ally of your team.",
+ "A bystander from an earlier mystery.": "A bystander from an earlier mystery.",
+ "A person from your backstory.": "A person from your backstory.",
+ "Someone completely new to the story.": "Someone completely new to the story.",
+ "Choose at least one thing that draws you to them:": "Choose at least one thing that draws you to them:",
+ "They seem to genuinely care for you.": "They seem to genuinely care for you.",
+ "They are so refreshingly normal.": "They are so refreshingly normal.",
+ "You want to start a new romance to irritate or hurt your Guide.": "You want to start a new romance to irritate or hurt your Guide.",
+ "You’re love-struck, simple as that.": "You’re love-struck, simple as that.",
+ "Choose at least one way your Guide reacts to the new love’s appearance in your life. If your Guide is another hunter, show them this list and choose together:": "Choose at least one way your Guide reacts to the new love’s appearance in your life. If your Guide is another hunter, show them this list and choose together:",
+ "They want to kill your new love.": "They want to kill your new love.",
+ "They want to win you over completely and make you forget your new love.": "They want to win you over completely and make you forget your new love.",
+ "They want to find a way to separate you and your new love.": "They want to find a way to separate you and your new love.",
+ "They want to punish you for falling in love.": "They want to punish you for falling in love.",
+ "They want your new love to fall in love with them.": "They want your new love to fall in love with them.",
+ "They want to cut themself off from you.": "They want to cut themself off from you.",
+ "You spend quality time with your Normal Love.": "You spend quality time with your Normal Love.",
+ "You spend quality time with your Guide.": "You spend quality time with your Guide.",
+ "You introduce your Normal Love to new people.": "You introduce your Normal Love to new people.",
+ "You try to make your Normal Love and your Guide get along.": "You try to make your Normal Love and your Guide get along.",
+ "You conceal your Normal Love from your Guide, or vice versa.": "You conceal your Normal Love from your Guide, or vice versa.",
+ "Missing in Action": "Missing in Action",
+ "Some of your old friends went missing in action (MIA), and now you finally have a chance to locate them. Why now? What happened to them?": "Some of your old friends went missing in action (MIA), and now you finally have a chance to locate them. Why now? What happened to them?",
+ "The series heads towards strange, new, and dangerous locations.": "The series heads towards strange, new, and dangerous locations.",
+ "The background and methods of the Agency become important to the series.": "The background and methods of the Agency become important to the series.",
+ "Choose at least one old friend missing in action and their relation to you:": "Choose at least one old friend missing in action and their relation to you:",
+ "Your trainer from your first days in the Agency.": "Your trainer from your first days in the Agency.",
+ "A colleague you highly respect, but wasn’t personally close to.": "A colleague you highly respect, but wasn’t personally close to.",
+ "Your ex-lover or partner.": "Your ex-lover or partner.",
+ "A family member who joined the Agency because of you.": "A family member who joined the Agency because of you.",
+ "Someone you rescued, and then trained to join the Agency.": "Someone you rescued, and then trained to join the Agency.",
+ "Introduce your old friend to the other hunters and ask if they have any history with them.Choose at least one reason why you didn’t search for them before:": "Introduce your old friend to the other hunters and ask if they have any history with them.
Choose at least one reason why you didn’t search for them before:",
+ "You didn’t know they were lost.": "You didn’t know they were lost.",
+ "You thought they were dead.": "You thought they were dead.",
+ "You had no idea where they were.": "You had no idea where they were.",
+ "The Agency didn’t want its members to look for them.": "The Agency didn’t want its members to look for them.",
+ "They didn’t want to be found.": "They didn’t want to be found.",
+ "You held a grudge against them.": "You held a grudge against them.",
+ "At least one of those reasons had to change. Choose which one and decide why.Choose at least one additional complication that will hinder your search:": "At least one of those reasons had to change. Choose which one and decide why.
Choose at least one additional complication that will hinder your search:",
+ "A monster is also looking for them.": "A monster is also looking for them.",
+ "They’re surrounded by a spell that makes looking for them harder.": "They’re surrounded by a spell that makes looking for them harder.",
+ "Their case became a sensation in mainstream media or conspiracy theory circles.": "Their case became a sensation in mainstream media or conspiracy theory circles.",
+ "The Agency’s policy has changed since they’ve gone missing, and they’re not welcome anymore.": "The Agency’s policy has changed since they’ve gone missing, and they’re not welcome anymore.",
+ "They have a quest and believe it best not to let themself be found before they finish it.": "They have a quest and believe it best not to let themself be found before they finish it.",
+ "You take risks to ensure nobody is left behind.": "You take risks to ensure nobody is left behind.",
+ "You take risks to find those who went MIA.": "You take risks to find those who went MIA.",
+ "You risk others going MIA.": "You risk others going MIA.",
+ "You find out a secret about the MIA and the Agency.": "You find out a secret about the MIA and the Agency.",
+ "You confront your Agency about the missing.": "You confront your Agency about the missing.",
+ "Head Hunted": "Head Hunted",
+ "Your Agency isn’t the only one in the world. One of the others wants you to join them, very badly. For some reason it’s very difficult for you to give them a straight “yes” or “no.”": "Your Agency isn’t the only one in the world. One of the others wants you to join them, very badly. For some reason it’s very difficult for you to give them a straight “yes” or “no.”",
+ "The Agency’s goals and methods are questioned.": "The Agency’s goals and methods are questioned.",
+ "You get new responsibilities and power within the Agency.": "You get new responsibilities and power within the Agency.",
+ "Choose tags for the New Agency, just like you did with your first one:": "Choose tags for the New Agency, just like you did with your first one:",
+ "Two resource tags:": "Two resource tags:",
+ "Two red tape tags:": "Two red tape tags:",
+ "Choose at least one reason why you’re considering joining them:": "Choose at least one reason why you’re considering joining them:",
+ "They seem more fair and less shady than your current Agency.": "They seem more fair and less shady than your current Agency.",
+ "There’s a terrible threat your current Agency can’t handle, but you think they can.": "There’s a terrible threat your current Agency can’t handle, but you think they can.",
+ "It was you who inspired them to create an Agency, and you want to lead them now.": "It was you who inspired them to create an Agency, and you want to lead them now.",
+ "You would be their star if you joined, and they know that.": "You would be their star if you joined, and they know that.",
+ "They will do something terrible if you don’t join them.": "They will do something terrible if you don’t join them.",
+ "Choose at least one reason why you might want to stay in your current Agency:": "Choose at least one reason why you might want to stay in your current Agency:",
+ "Your Agency hunts down those who desert it.": "Your Agency hunts down those who desert it.",
+ "Your Agency will target the new one if they recruit you.": "Your Agency will target the new one if they recruit you.",
+ "You have to give away something precious when you leave the Agency.": "You have to give away something precious when you leave the Agency.",
+ "Your colleagues will think you’re a traitor.": "Your colleagues will think you’re a traitor.",
+ "The New Agency’s methods don’t appeal to you.": "The New Agency’s methods don’t appeal to you.",
+ "You cooperate with the New Agency.": "You cooperate with the New Agency.",
+ "You cause problems for both your Agency and the potential new one.": "You cause problems for both your Agency and the potential new one.",
+ "You make either Agency change its tags.": "You make either Agency change its tags.",
+ "You put lots of effort into being independent from your current Agency.": "You put lots of effort into being independent from your current Agency.",
+ "You right a wrong one or both Agencies are unwilling to tackle.": "You right a wrong one or both Agencies are unwilling to tackle.",
+ "Meddling Pseudoscientists": "Meddling Pseudoscientists",
+ "A sensational pseudoscience show (along the lines of Ancient Aliens) produces content about your First Encounter and similar events. They misinterpret it in a way that’s dangerous for them, for you, and for others too.": "A sensational pseudoscience show (along the lines of Ancient Aliens) produces content about your First Encounter and similar events. They misinterpret it in a way that’s dangerous for them, for you, and for others too.",
+ "You’d like the First Encounter to play a more prominent role in the series.": "You’d like the First Encounter to play a more prominent role in the series.",
+ "Players feel the series could use some comic relief.": "Players feel the series could use some comic relief.",
+ "Choose what content the pseudoscientists produce:": "Choose what content the pseudoscientists produce:",
+ "A program aired on a popular TV channel or streaming service.": "A program aired on a popular TV channel or streaming service.",
+ "A social media page with tons of followers.": "A social media page with tons of followers.",
+ "An internet video channel with millions of views.": "An internet video channel with millions of views.",
+ "A highly popular podcast.": "A highly popular podcast.",
+ "Choose at least one way they misinterpret your First Encounter or similar event:": "Choose at least one way they misinterpret your First Encounter or similar event:",
+ "They incorrectly say it was aliens, Atlanteans, vampires, something else: \t[[BLANK]]": "They incorrectly say it was aliens, Atlanteans, vampires, something else: \t[[BLANK]]",
+ "They say it was beneficial when in fact it was harmful, or vice versa.": "They say it was beneficial when in fact it was harmful, or vice versa.",
+ "They present it as a fraud or hoax.": "They present it as a fraud or hoax.",
+ "They assume humanity is ready for it, while in reality it will bring chaos and panic.": "They assume humanity is ready for it, while in reality it will bring chaos and panic.",
+ "Choose at least one problem that arises from their content being publicised:": "Choose at least one problem that arises from their content being publicised:",
+ "People get hurt by things related to your First Encounter.": "People get hurt by things related to your First Encounter.",
+ "Monsters have a perfect opportunity to hunt people.": "Monsters have a perfect opportunity to hunt people.",
+ "Unprepared or selfish people gain occult knowledge and power.": "Unprepared or selfish people gain occult knowledge and power.",
+ "You are traced by journalists and researchers.": "You are traced by journalists and researchers.",
+ "Your cooperators think it’s your fault.": "Your cooperators think it’s your fault.",
+ "You encounter a person with false views on your First Encounter.": "You encounter a person with false views on your First Encounter.",
+ "You save somebody who’s researching your First Encounter without proper knowledge.": "You save somebody who’s researching your First Encounter without proper knowledge.",
+ "You encounter a conspiracy theory.": "You encounter a conspiracy theory.",
+ "You use the conspiracy theories around your First Encounter to your advantage.": "You use the conspiracy theories around your First Encounter to your advantage.",
+ "You confront, debunk, or ridicule the Meddling Pseudoscientists.": "You confront, debunk, or ridicule the Meddling Pseudoscientists.",
+ "The Other Witness": "The Other Witness",
+ "Your First Encounter had another witness, but you didn’t know about them or saw no chance of contacting them. Now, however, a chance appears. What will you do about it?": "Your First Encounter had another witness, but you didn’t know about them or saw no chance of contacting them. Now, however, a chance appears. What will you do about it?",
+ "The team is eager to search for the missing.": "The team is eager to search for the missing.",
+ "You want to develop new facts and hypotheses about the First Encounter.": "You want to develop new facts and hypotheses about the First Encounter.",
+ "Choose who the witness is:": "Choose who the witness is:",
+ "Your old friend.": "Your old friend.",
+ "Your old mentor.": "Your old mentor.",
+ "A random bystander.": "A random bystander.",
+ "A member of your family.": "A member of your family.",
+ "A researcher you respect.": "A researcher you respect.",
+ "A celebrity you’ve obsessed about.": "A celebrity you’ve obsessed about.",
+ "Choose at least one reason you want to reach them now:": "Choose at least one reason you want to reach them now:",
+ "They know something crucial about your First Encounter.": "They know something crucial about your First Encounter.",
+ "They are in a danger they aren’t aware of.": "They are in a danger they aren’t aware of.",
+ "Others are in a danger they aren’t aware of, and the other witness can help save them.": "Others are in a danger they aren’t aware of, and the other witness can help save them.",
+ "They understand your situation in a way other people don’t.": "They understand your situation in a way other people don’t.",
+ "Choose why haven’t you searched for them before:": "Choose why haven’t you searched for them before:",
+ "They were somehow erased from your memory.": "They were somehow erased from your memory.",
+ "They’re evil and/or dangerous.": "They’re evil and/or dangerous.",
+ "You only recently admitted how important it is to you.": "You only recently admitted how important it is to you.",
+ "You believed nothing good will come out of your meeting.": "You believed nothing good will come out of your meeting.",
+ "You thought they were dead or missing.": "You thought they were dead or missing.",
+ "They were dead or missing, but now they’ve returned.": "They were dead or missing, but now they’ve returned.",
+ "You find new traces of the Other Witness.": "You find new traces of the Other Witness.",
+ "You protect others from the fate the Other Witness has suffered.": "You protect others from the fate the Other Witness has suffered.",
+ "You research places and phenomena related to the Other Witness.": "You research places and phenomena related to the Other Witness.",
+ "Someone else learns too much because of your actions or inaction.": "Someone else learns too much because of your actions or inaction.",
+ "You have trouble because you don’t know things you think the Other Witness knows.": "You have trouble because you don’t know things you think the Other Witness knows.",
+ "The Idol’s Weakness": "The Idol’s Weakness",
+ "You want to emulate your hero, and they generally want to mentor you. However, they are by no means perfect, and would prefer you not emulate some of their traits. But can you stop yourself?": "You want to emulate your hero, and they generally want to mentor you. However, they are by no means perfect, and would prefer you not emulate some of their traits. But can you stop yourself?",
+ "Emulating the hero puts you in trouble.": "Emulating the hero puts you in trouble.",
+ "We learn more about how the hero sees you.": "We learn more about how the hero sees you.",
+ "Ask your hero to list their traits they consider weaknesses, and would prefer you not emulate. From that list, choose one trait you find totally awesome and want to emulate.This story invites you to deepen the psychological background of the hero, the Sidekick, and their relationship. The hero’s player can feel free to invent new traits—maybe before they revealed themself off-screen only, or maybe it’s a new weakness.With the hero, choose at least one problem they have because of this trait, and you will probably have too when emulating it:": "Ask your hero to list their traits they consider weaknesses, and would prefer you not emulate. From that list, choose one trait you find totally awesome and want to emulate.
This story invites you to deepen the psychological background of the hero, the Sidekick, and their relationship. The hero’s player can feel free to invent new traits—maybe before they revealed themself off-screen only, or maybe it’s a new weakness.
With the hero, choose at least one problem they have because of this trait, and you will probably have too when emulating it:",
+ "It puts them in dangerous situations.": "It puts them in dangerous situations.",
+ "It makes them risk too much during their investigations.": "It makes them risk too much during their investigations.",
+ "It makes them reluctant to ask others (including you!) for help.": "It makes them reluctant to ask others (including you!) for help.",
+ "It makes other hunters uneasy about them.": "It makes other hunters uneasy about them.",
+ "It isolates them from normal people.": "It isolates them from normal people.",
+ "Choose at least one supernatural problem that can manipulate and abuse this weakness:": "Choose at least one supernatural problem that can manipulate and abuse this weakness:",
+ "A demon who feeds on this kind of weakness or sin.": "A demon who feeds on this kind of weakness or sin.",
+ "A dangerous artifact the hero wants to use due to this weakness.": "A dangerous artifact the hero wants to use due to this weakness.",
+ "A monster the hero once fought, now back and fully prepared to exploit the weakness.": "A monster the hero once fought, now back and fully prepared to exploit the weakness.",
+ "A curse placed on the hero, and activating due to the weakness.": "A curse placed on the hero, and activating due to the weakness.",
+ "The Weakness puts you, or the hero, in danger.": "The Weakness puts you, or the hero, in danger.",
+ "Someone (maybe you!) criticises the hero.": "Someone (maybe you!) criticises the hero.",
+ "The Weakness turns out to have a good side, either for you or the hero.": "The Weakness turns out to have a good side, either for you or the hero.",
+ "You emulate something good about the hero.": "You emulate something good about the hero.",
+ "The hero overcomes the Weakness (at least for a moment).": "The hero overcomes the Weakness (at least for a moment).",
+ "Passing the Torch": "Passing the Torch",
+ "You’re just a noob compared to your hero, and even other hunters, right? And yet, there is somebody for whom you can act as a mentor. Exciting, right?": "You’re just a noob compared to your hero, and even other hunters, right? And yet, there is somebody for whom you can act as a mentor. Exciting, right?",
+ "An interesting bystander learns about monsters and magic.": "An interesting bystander learns about monsters and magic.",
+ "You’re growing more independent, and have had some successes lately.": "You’re growing more independent, and have had some successes lately.",
+ "Choose what you’re helping your mentee do:": "Choose what you’re helping your mentee do:",
+ "Become a monster hunter.": "Become a monster hunter.",
+ "Shield their family, or community, from supernatural threats.": "Shield their family, or community, from supernatural threats.",
+ "Control their own weird powers.": "Control their own weird powers.",
+ "Support their hero.": "Support their hero.",
+ "Gain independence from an authority figure.": "Gain independence from an authority figure.",
+ "If both players agree, the mentee might be another hunter, especially one who joined the team after the Sidekick.Choose why they want your help, and not somebody else’s:": "If both players agree, the mentee might be another hunter, especially one who joined the team after the Sidekick.
Choose why they want your help, and not somebody else’s:",
+ "You’re less intimidating than the other hunters.": "You’re less intimidating than the other hunters.",
+ "Only you have the time for them.": "Only you have the time for them.",
+ "You have a unique skill or aptitude that they need.": "You have a unique skill or aptitude that they need.",
+ "They’re closely related to you.": "They’re closely related to you.",
+ "Choose at least one way that helping them puts you in danger:": "Choose at least one way that helping them puts you in danger:",
+ "You have to think of their needs when hunting monsters.": "You have to think of their needs when hunting monsters.",
+ "People dangerous to them start targeting you, too.": "People dangerous to them start targeting you, too.",
+ "You don’t fully agree with their take on their situation, and have to juggle your perspectives constantly.": "You don’t fully agree with their take on their situation, and have to juggle your perspectives constantly.",
+ "Some of the other hunters don’t approve of your involvement. Which ones?": "Some of the other hunters don’t approve of your involvement. Which ones?",
+ "Your mentoring and advice help your mentee.": "Your mentoring and advice help your mentee.",
+ "Your mentee gets in trouble and you have to save them.": "Your mentee gets in trouble and you have to save them.",
+ "You and your mentee have an argument.": "You and your mentee have an argument.",
+ "Your mentee sees you and your hero as equals.": "Your mentee sees you and your hero as equals.",
+ "Your mentee changes, and you feel responsible for that change.": "Your mentee changes, and you feel responsible for that change.",
+ "Silence Them!": "Silence Them!",
+ "Someone powerful wants you to stop pursuing the truth, and will stop at nothing to silence you.": "Someone powerful wants you to stop pursuing the truth, and will stop at nothing to silence you.",
+ "You reveal something truly extraordinary.": "You reveal something truly extraordinary.",
+ "The team learns a major revelation about supernatural power-holders.": "The team learns a major revelation about supernatural power-holders.",
+ "Choose who wants to silence you:": "Choose who wants to silence you:",
+ "A ruthless villain.": "A ruthless villain.",
+ "An entire breed of monsters.": "An entire breed of monsters.",
+ "A malevolent sect.": "A malevolent sect.",
+ "A secret government organisation.": "A secret government organisation.",
+ "Choose at least one reason for them wanting to silence you:": "Choose at least one reason for them wanting to silence you:",
+ "You wrote, or plan to write, about them directly.": "You wrote, or plan to write, about them directly.",
+ "You wrote about something important to them, having no idea about the connection.": "You wrote about something important to them, having no idea about the connection.",
+ "They want to keep the things you reveal secret.": "They want to keep the things you reveal secret.",
+ "You’ve hindered them before, and now they’re out for revenge.": "You’ve hindered them before, and now they’re out for revenge.",
+ "They love to torment people, and stopping you from publishing is the worst torment you can be subjected to.": "They love to torment people, and stopping you from publishing is the worst torment you can be subjected to.",
+ "Choose at least one dangerous way in which they try to silence you:": "Choose at least one dangerous way in which they try to silence you:",
+ "They try to kill you, directly or by sending minions.": "They try to kill you, directly or by sending minions.",
+ "They want to steal all your notes and evidence.": "They want to steal all your notes and evidence.",
+ "They attack and sabotage venues where you publish.": "They attack and sabotage venues where you publish.",
+ "They try to steal your memory or identity.": "They try to steal your memory or identity.",
+ "They target defenceless people you hold dear.": "They target defenceless people you hold dear.",
+ "They interfere in other hunters’ activities.": "They interfere in other hunters’ activities.",
+ "They discredit you and your work.": "They discredit you and your work.",
+ "You reveal information despite a personal risk.": "You reveal information despite a personal risk.",
+ "You discuss with other hunters whether or not something should be revealed.": "You discuss with other hunters whether or not something should be revealed.",
+ "You hide important information for the greater good.": "You hide important information for the greater good.",
+ "You learn more about the Silencers.": "You learn more about the Silencers.",
+ "You protect your fans and cooperators from the Silencers.": "You protect your fans and cooperators from the Silencers.",
+ "My Best Source": "My Best Source",
+ "You have long depended on a single source that kicked off your career, or recently found a new one and have extremely high hopes about it. The problem is, this source is somehow dangerous or suspicious. You should probably refrain from relying on it too much, and others certainly shouldn’t get their hands on it.": "You have long depended on a single source that kicked off your career, or recently found a new one and have extremely high hopes about it. The problem is, this source is somehow dangerous or suspicious. You should probably refrain from relying on it too much, and others certainly shouldn’t get their hands on it.",
+ "You’re desperate for a new hot topic.": "You’re desperate for a new hot topic.",
+ "The team starts getting to know each other better, and talks more about personal matters.": "The team starts getting to know each other better, and talks more about personal matters.",
+ "Choose what information your source gives you, and how:": "Choose what information your source gives you, and how:",
+ "It shows you who in human society is a monster.": "It shows you who in human society is a monster.",
+ "It tells you which big news stories were caused by magic.": "It tells you which big news stories were caused by magic.",
+ "It shows you tomorrow’s headlines.": "It shows you tomorrow’s headlines.",
+ "It lets you know who is in danger, but too late to save them.": "It lets you know who is in danger, but too late to save them.",
+ "Choose at least one thing that seems suspicious about your source:": "Choose at least one thing that seems suspicious about your source:",
+ "It seems to be a monster (or other evil entity).": "It seems to be a monster (or other evil entity).",
+ "It seems to cause at least some of the problems it shows you.": "It seems to cause at least some of the problems it shows you.",
+ "It demands secrets in return for the information it gives you.": "It demands secrets in return for the information it gives you.",
+ "It demands blood or life force in return for the information it gives you.": "It demands blood or life force in return for the information it gives you.",
+ "It’s addictive—when you consult it, it’s hard not to keep doing so.": "It’s addictive—when you consult it, it’s hard not to keep doing so.",
+ "The information corrupts you.": "The information corrupts you.",
+ "If you share the information you’re receiving with other hunters, you’ll be cursed.": "If you share the information you’re receiving with other hunters, you’ll be cursed.",
+ "Choose at least one other dangerous person who seems to have, or wants to get, access to your source:": "Choose at least one other dangerous person who seems to have, or wants to get, access to your source:",
+ "Your rival who always reveals information to the wrong people.": "Your rival who always reveals information to the wrong people.",
+ "A demon feeding on misfortune.": "A demon feeding on misfortune.",
+ "A government agency wanting to curb everything supernatural.": "A government agency wanting to curb everything supernatural.",
+ "You meet the Best Source.": "You meet the Best Source.",
+ "You share your worries about the Best Source with other hunters.": "You share your worries about the Best Source with other hunters.",
+ "You find new info that makes the Best Source seem more nefarious than before.": "You find new info that makes the Best Source seem more nefarious than before.",
+ "You conceal the Best Source from others.": "You conceal the Best Source from others.",
+ "You reveal information given to you by the Best Source.": "You reveal information given to you by the Best Source.",
+ "Tool of Destruction": "Tool of Destruction",
+ "A great tool of destructive magic has resurfaced. It would allow you to sling your spells much harder than before, but at great cost. You’d better think carefully if you want to lay your hands on it. One thing is sure, however—there are others who deeply desire this tool, but definitely shouldn’t be let near it.": "A great tool of destructive magic has resurfaced. It would allow you to sling your spells much harder than before, but at great cost. You’d better think carefully if you want to lay your hands on it. One thing is sure, however—there are others who deeply desire this tool, but definitely shouldn’t be let near it.",
+ "Your magical potential proves inadequate for the task ahead of you.": "Your magical potential proves inadequate for the task ahead of you.",
+ "You start solving all your problems with combat magic.": "You start solving all your problems with combat magic.",
+ "Choose what the Tool of Destruction is:": "Choose what the Tool of Destruction is:",
+ "An ancient wand.": "An ancient wand.",
+ "An enchanted weapon.": "An enchanted weapon.",
+ "A complex big magic ritual.": "A complex big magic ritual.",
+ "A familiar enhancing the destructive powers of their summoner.": "A familiar enhancing the destructive powers of their summoner.",
+ "A symbiont wanting to merge with a mage.": "A symbiont wanting to merge with a mage.",
+ "When somebody harms someone with magic while wielding the Tool, they deal +2 harm and cause nasty side effects, decided by the Keeper based on your next choice.Choose at least one side effect of using the Tool:": "When somebody harms someone with magic while wielding the Tool, they deal +2 harm and cause nasty side effects, decided by the Keeper based on your next choice.
Choose at least one side effect of using the Tool:",
+ "It draws life energy from the user and those around them.": "It draws life energy from the user and those around them.",
+ "It hurts life itself, making plants wither and crashing ecosystems.": "It hurts life itself, making plants wither and crashing ecosystems.",
+ "It becomes addictive, luring you into solving all problems with magical violence.": "It becomes addictive, luring you into solving all problems with magical violence.",
+ "You can’t control the severity of the damage it deals.": "You can’t control the severity of the damage it deals.",
+ "It can be used only a limited number of times.": "It can be used only a limited number of times.",
+ "It can be used only for goals agreeing with its creator’s ideals, and destroys those who try to use it for other goals. What were those ideals?": "It can be used only for goals agreeing with its creator’s ideals, and destroys those who try to use it for other goals. What were those ideals?",
+ "Its guardian senses its usage, and punishes people for it.": "Its guardian senses its usage, and punishes people for it.",
+ "It reveals its location to other people hungry for power.": "It reveals its location to other people hungry for power.",
+ "Choose at least one person who is looking for this Tool, and will use it for awful goals:": "Choose at least one person who is looking for this Tool, and will use it for awful goals:",
+ "A rival mage.": "A rival mage.",
+ "A demon of destruction.": "A demon of destruction.",
+ "Your rogue disciple.": "Your rogue disciple.",
+ "An amoral occult scientist.": "An amoral occult scientist.",
+ "A deranged monster hunter.": "A deranged monster hunter.",
+ "You stop somebody from pursuing the Tool.": "You stop somebody from pursuing the Tool.",
+ "You make your decision about using the Tool.": "You make your decision about using the Tool.",
+ "You fail at something because of not having, or having, the Tool.": "You fail at something because of not having, or having, the Tool.",
+ "You peacefully solve a problem that could have escalated into violence.": "You peacefully solve a problem that could have escalated into violence.",
+ "You deal with a huge problem using violence—probably more than was needed.": "You deal with a huge problem using violence—probably more than was needed.",
+ "The Tournament of Mages": "The Tournament of Mages",
+ "Powerful battle mages organise a series of duels to find out who’s the strongest. The Tournament of Mages will take place in your area, over a few days or weeks, and the other mages want you to participate. What would you gain by participating? Why is it probably a bad idea?": "Powerful battle mages organise a series of duels to find out who’s the strongest. The Tournament of Mages will take place in your area, over a few days or weeks, and the other mages want you to participate. What would you gain by participating? Why is it probably a bad idea?",
+ "The hunters establish close ties with bystanders and locations around them.": "The hunters establish close ties with bystanders and locations around them.",
+ "The society of magic users becomes important in the series.": "The society of magic users becomes important in the series.",
+ "Choose at least one other tournament participant and their relation to you:": "Choose at least one other tournament participant and their relation to you:",
+ "A rival you respect.": "A rival you respect.",
+ "A rival you despise.": "A rival you despise.",
+ "Your ex-mentor.": "Your ex-mentor.",
+ "Your current mentor or teacher.": "Your current mentor or teacher.",
+ "Your lover or love interest.": "Your lover or love interest.",
+ "Your sworn enemy.": "Your sworn enemy.",
+ "The Keeper will focus on those people during the story, but might introduce others as side characters as well.Choose at least one reason why they you want to take part in the Tournament:": "The Keeper will focus on those people during the story, but might introduce others as side characters as well.
Choose at least one reason why they you want to take part in the Tournament:",
+ "It will give you the prestige needed to accomplish something you really desire in the supernatural community.": "It will give you the prestige needed to accomplish something you really desire in the supernatural community.",
+ "You have dreamed about taking part in it your entire life.": "You have dreamed about taking part in it your entire life.",
+ "The tournament participants are hunting those invited even if they don’t want to participate.": "The tournament participants are hunting those invited even if they don’t want to participate.",
+ "Only by taking part in the tournament can you become fully certain about your magical abilities.": "Only by taking part in the tournament can you become fully certain about your magical abilities.",
+ "It’s a duty in the magical tradition you’ve studied.": "It’s a duty in the magical tradition you’ve studied.",
+ "The winner will get something that shouldn’t fall into the wrong hands.": "The winner will get something that shouldn’t fall into the wrong hands.",
+ "Choose at least one reason why taking part in the Tournament is dangerous, and maybe morally suspect:": "Choose at least one reason why taking part in the Tournament is dangerous, and maybe morally suspect:",
+ "Duels are to the death.": "Duels are to the death.",
+ "The loser gives up a part of themself or their magic.": "The loser gives up a part of themself or their magic.",
+ "The loser is forevermore regarded as a weakling by mages.": "The loser is forevermore regarded as a weakling by mages.",
+ "Those who lose a duel get turned into monsters.": "Those who lose a duel get turned into monsters.",
+ "Monsters or dark mages watch the Tournament and attack the losers.": "Monsters or dark mages watch the Tournament and attack the losers.",
+ "Duels cause huge collateral damage.": "Duels cause huge collateral damage.",
+ "Hosting the Tournament feeds some dark forces.": "Hosting the Tournament feeds some dark forces.",
+ "The Tournament drains magic from the surrounding area.": "The Tournament drains magic from the surrounding area.",
+ "The loser is expelled from the Council of Wizards.": "The loser is expelled from the Council of Wizards.",
+ "You take part in a Tournament duel.": "You take part in a Tournament duel.",
+ "You protect the innocents from damage done by the Tournament.": "You protect the innocents from damage done by the Tournament.",
+ "You change the rules of the Tournament, and others accept this change.": "You change the rules of the Tournament, and others accept this change.",
+ "You get what you want from the Tournament, not necessarily by taking part in it.": "You get what you want from the Tournament, not necessarily by taking part in it.",
+ "You exit the Tournament.": "You exit the Tournament.",
+ "A Private Performance": "A Private Performance",
+ "There is somebody very, very monstrous. They want you to forevermore perform for them alone, and they have ways of forcing you to do their bidding. How will you protect your freedom?": "There is somebody very, very monstrous. They want you to forevermore perform for them alone, and they have ways of forcing you to do their bidding. How will you protect your freedom?",
+ "Your fame as a performer grows.": "Your fame as a performer grows.",
+ "There are dark forces in your series, posing no direct threat to the team—yet.": "There are dark forces in your series, posing no direct threat to the team—yet.",
+ "Choose who wants you to become their private performer:": "Choose who wants you to become their private performer:",
+ "An ancient demon.": "An ancient demon.",
+ "A vampire lord or lady.": "A vampire lord or lady.",
+ "An archfey.": "An archfey.",
+ "An ex-member of your troupe, now turned monster.": "An ex-member of your troupe, now turned monster.",
+ "A club for the powerful and ruthless.": "A club for the powerful and ruthless.",
+ "Choose how they hunt you, or what power they have over you:": "Choose how they hunt you, or what power they have over you:",
+ "They send their minions to catch you.": "They send their minions to catch you.",
+ "They’ll interfere in your performances for as long as you don’t give yourself in.": "They’ll interfere in your performances for as long as you don’t give yourself in.",
+ "They hold someone important to you captive.": "They hold someone important to you captive.",
+ "They know your dreams and desires.": "They know your dreams and desires.",
+ "They operate from a place you have to keep visiting or performing in.": "They operate from a place you have to keep visiting or performing in.",
+ "Choose what you would gain if you gave in to them:": "Choose what you would gain if you gave in to them:",
+ "They would leave your friends in peace.": "They would leave your friends in peace.",
+ "They would set others they’ve captured free.": "They would set others they’ve captured free.",
+ "They would make you immortal.": "They would make you immortal.",
+ "They would undo a terrible mistake you’ve made.": "They would undo a terrible mistake you’ve made.",
+ "They would teach you tricks and arts you’d love to know.": "They would teach you tricks and arts you’d love to know.",
+ "You avoid the Collector’s minions and powers.": "You avoid the Collector’s minions and powers.",
+ "You captivate people with the skill the Collector wants you for.": "You captivate people with the skill the Collector wants you for.",
+ "You parlay with the Collector for some greater good.": "You parlay with the Collector for some greater good.",
+ "You risk something to protect your freedom.": "You risk something to protect your freedom.",
+ "You protect the freedom of other performers.": "You protect the freedom of other performers.",
+ "The Cruel Trickster": "The Cruel Trickster",
+ "Somebody has learned from you, but not the kind of lesson you hoped to pass on. They became a cruel, amoral trickster, and their actions break your heart as they spread misery and harm. How will you stop this?": "Somebody has learned from you, but not the kind of lesson you hoped to pass on. They became a cruel, amoral trickster, and their actions break your heart as they spread misery and harm. How will you stop this?",
+ "The team explores the world around you and your Show.": "The team explores the world around you and your Show.",
+ "The topic of your morality becomes prominent.": "The topic of your morality becomes prominent.",
+ "Choose who the Cruel Trickster is:": "Choose who the Cruel Trickster is:",
+ "Your apprentice, who’s left the Show.": "Your apprentice, who’s left the Show.",
+ "Your evil twin, who was with the Show for some time.": "Your evil twin, who was with the Show for some time.",
+ "A Show member you didn’t realise is a monster.": "A Show member you didn’t realise is a monster.",
+ "A Show member who has become a monster.": "A Show member who has become a monster.",
+ "A person you tricked cruelly, and now they do the same.": "A person you tricked cruelly, and now they do the same.",
+ "Your assistant from the Show, the butt of many nasty jokes.": "Your assistant from the Show, the butt of many nasty jokes.",
+ "Choose at least one cruel trick they are up to now:": "Choose at least one cruel trick they are up to now:",
+ "Manipulating and mind-controlling people with magic.": "Manipulating and mind-controlling people with magic.",
+ "Kidnapping people to an alternate dimension, concealed as stage tricks.": "Kidnapping people to an alternate dimension, concealed as stage tricks.",
+ "Winning or stealing huge amounts of money with deceitful magic.": "Winning or stealing huge amounts of money with deceitful magic.",
+ "Pretending they’re someone they’re not.": "Pretending they’re someone they’re not.",
+ "Choose at least one reason why they are difficult to track down:": "Choose at least one reason why they are difficult to track down:",
+ "You’re connected by a spell that makes you undetectable to each other.": "You’re connected by a spell that makes you undetectable to each other.",
+ "They run a network of the Show’s ex-members and are difficult to track directly.": "They run a network of the Show’s ex-members and are difficult to track directly.",
+ "Whenever someone tries to catch them, they disappear in a puff of smoke.": "Whenever someone tries to catch them, they disappear in a puff of smoke.",
+ "They have many doubles, and if you try to catch a false one, all of them will be alerted.": "They have many doubles, and if you try to catch a false one, all of them will be alerted.",
+ "They stay in their hideout, and interact with the outside via illusions.": "They stay in their hideout, and interact with the outside via illusions.",
+ "You actively avoid hurting others with your tricks.": "You actively avoid hurting others with your tricks.",
+ "You help people hurt by the Cruel Trickster.": "You help people hurt by the Cruel Trickster.",
+ "You don’t realise someone else is serious on an important matter.": "You don’t realise someone else is serious on an important matter.",
+ "You give somebody a lesson on the ethical use of their skills.": "You give somebody a lesson on the ethical use of their skills.",
+ "You do things similar to what the Cruel Trickster does.": "You do things similar to what the Cruel Trickster does.",
+ "My Darkest Day": "My Darkest Day",
+ "You’ve done various nasty things in the past, but one of them is much, much worse than the rest. You still think of it as your darkest day, and it still has consequences today. And those consequences just got worse.": "You’ve done various nasty things in the past, but one of them is much, much worse than the rest. You still think of it as your darkest day, and it still has consequences today. And those consequences just got worse.",
+ "The series heads towards people and places significant to your past.": "The series heads towards people and places significant to your past.",
+ "The hunters discuss your Dark Side.": "The hunters discuss your Dark Side.",
+ "Choose your Dark Side tag, or tags, that went into action on your Darkest Day and what you did then:": "Choose your Dark Side tag, or tags, that went into action on your Darkest Day and what you did then:",
+ "You badly hurt people you care for.": "You badly hurt people you care for.",
+ "You unleashed a monster into the world.": "You unleashed a monster into the world.",
+ "You made a pact that still requires you to do terrible things.": "You made a pact that still requires you to do terrible things.",
+ "You made someone a puppet of your Dark Side.": "You made someone a puppet of your Dark Side.",
+ "Choose at least one reason why your Darkest Day is especially troublesome now:": "Choose at least one reason why your Darkest Day is especially troublesome now:",
+ "You need the help of someone you’ve hurt.": "You need the help of someone you’ve hurt.",
+ "Those you’ve hurt have started hunting you.": "Those you’ve hurt have started hunting you.",
+ "Your Dark Side begins to use the influence it has gained.": "Your Dark Side begins to use the influence it has gained.",
+ "Someone you’ve hurt is dying.": "Someone you’ve hurt is dying.",
+ "The evil you’ve created grows in power now.": "The evil you’ve created grows in power now.",
+ "Someone else got in contact with your Dark Side, and will repeat your Darkest Day.": "Someone else got in contact with your Dark Side, and will repeat your Darkest Day.",
+ "Choose one or more ways you could redeem yourself:": "Choose one or more ways you could redeem yourself:",
+ "Help someone you’ve hurt.": "Help someone you’ve hurt.",
+ "Find new ways to control your powers.": "Find new ways to control your powers.",
+ "Erase the traces of your Darkest Day.": "Erase the traces of your Darkest Day.",
+ "Prove that your Darkest Day wasn’t really your fault.": "Prove that your Darkest Day wasn’t really your fault.",
+ "You’re reminded of the Darkest Day.": "You’re reminded of the Darkest Day.",
+ "You try to make amends for your Darkest Day.": "You try to make amends for your Darkest Day.",
+ "You learn about previously unknown consequences of your Darkest Day.": "You learn about previously unknown consequences of your Darkest Day.",
+ "You try to prevent your Darkest Day repeating.": "You try to prevent your Darkest Day repeating.",
+ "You do nasty things strongly reminiscent of your Darkest Day.": "You do nasty things strongly reminiscent of your Darkest Day.",
+ "Desired by Shadows": "Desired by Shadows",
+ "Your Dark Side is nasty, but it’s not the only nasty thing in the world. There’s another highly suspicious, shadowy force you could draw your powers from. In fact, this force would love you to become its chosen. What does it promise you? What does it want in return?": "Your Dark Side is nasty, but it’s not the only nasty thing in the world. There’s another highly suspicious, shadowy force you could draw your powers from. In fact, this force would love you to become its chosen. What does it promise you? What does it want in return?",
+ "The series’s mythology about forces of evil gets more detailed.": "The series’s mythology about forces of evil gets more detailed.",
+ "Your relationship with your Dark Side has become stale and monotonous.": "Your relationship with your Dark Side has become stale and monotonous.",
+ "Choose three Dark Side tags for this force, then choose who the force is:": "Choose three Dark Side tags for this force, then choose who the force is:",
+ "A sibling of your Dark Side.": "A sibling of your Dark Side.",
+ "An enemy of your Dark Side.": "An enemy of your Dark Side.",
+ "A dark impulse in your head.": "A dark impulse in your head.",
+ "The Whim of a dark deity.": "The Whim of a dark deity.",
+ "An ambivalent spirit entity.": "An ambivalent spirit entity.",
+ "A ghost of somebody you knew.": "A ghost of somebody you knew.",
+ "Choose at least one reason why allying with them attracts you:": "Choose at least one reason why allying with them attracts you:",
+ "They give you a chance of revenge on your Dark Side.": "They give you a chance of revenge on your Dark Side.",
+ "They offer you more power.": "They offer you more power.",
+ "They seem less evil than your Dark Side.": "They seem less evil than your Dark Side.",
+ "They promise not to subject you to their whims.": "They promise not to subject you to their whims.",
+ "They have cultists or servants who will serve you as well.": "They have cultists or servants who will serve you as well.",
+ "They threaten to hurt those you hold dear if you don’t join them.": "They threaten to hurt those you hold dear if you don’t join them.",
+ "They’ll show people around you your evil if you don’t join them.": "They’ll show people around you your evil if you don’t join them.",
+ "Choose at least one thing you would risk if you joined them:": "Choose at least one thing you would risk if you joined them:",
+ "Your Dark Side will try to kill you.": "Your Dark Side will try to kill you.",
+ "Your Dark Side will warp you or your powers.": "Your Dark Side will warp you or your powers.",
+ "They demand a terrible sacrifice for you to join them.": "They demand a terrible sacrifice for you to join them.",
+ "You’ll be in their debt, and don’t know yet how they will collect it.": "You’ll be in their debt, and don’t know yet how they will collect it.",
+ "Other hunters detest them.": "Other hunters detest them.",
+ "Your Dark Side gets you in trouble.": "Your Dark Side gets you in trouble.",
+ "You find a way to protect yourself from your Dark Side.": "You find a way to protect yourself from your Dark Side.",
+ "You’re in a situation that would be far easier if you joined the New Force.": "You’re in a situation that would be far easier if you joined the New Force.",
+ "You do something both your Dark Side and the New Force disapprove of.": "You do something both your Dark Side and the New Force disapprove of.",
+ "You get out of a heated situation without using your dark powers at all.": "You get out of a heated situation without using your dark powers at all.",
+ "Anchor of Normalcy": "Anchor of Normalcy",
+ "It’s not easy for you to fit in the human world. You’re different, you’re awkward, and you have a nagging feeling there’s something awful waiting for you in your future. And yet, your destiny lies with the human world for now, and you feel drawn to it. There is one particular thing, or person, that epitomises your interest with this world and acts as your Anchor of Normalcy. Unfortunately, what anchors you to this world is anchored to your destiny as well.": "It’s not easy for you to fit in the human world. You’re different, you’re awkward, and you have a nagging feeling there’s something awful waiting for you in your future. And yet, your destiny lies with the human world for now, and you feel drawn to it. There is one particular thing, or person, that epitomises your interest with this world and acts as your Anchor of Normalcy. Unfortunately, what anchors you to this world is anchored to your destiny as well.",
+ "You use Luck to make someone take to you.": "You use Luck to make someone take to you.",
+ "You’re tired of big problems and big responsibilities.": "You’re tired of big problems and big responsibilities.",
+ "Choose your Anchor of Normalcy:": "Choose your Anchor of Normalcy:",
+ "Your friend, partner, or crush.": "Your friend, partner, or crush.",
+ "The person you want to protect.": "The person you want to protect.",
+ "A group you believe epitomises the best about humanity.": "A group you believe epitomises the best about humanity.",
+ "A story that allows you to feel human.": "A story that allows you to feel human.",
+ "A place where you feel how precious the world is.": "A place where you feel how precious the world is.",
+ "Choose how your Anchor is related to the Apocalypse:": "Choose how your Anchor is related to the Apocalypse:",
+ "It will be destroyed first.": "It will be destroyed first.",
+ "Signs of the Apocalypse always manifest close to it.": "Signs of the Apocalypse always manifest close to it.",
+ "It’ll be a part of a trial when you decide if you save or destroy the world.": "It’ll be a part of a trial when you decide if you save or destroy the world.",
+ "Your enemies want to make it aware of the Apocalypse to distance it from you.": "Your enemies want to make it aware of the Apocalypse to distance it from you.",
+ "It will become corrupted by the Apocalypse.": "It will become corrupted by the Apocalypse.",
+ "Choose at least one obligation or duty the Anchor puts on you:": "Choose at least one obligation or duty the Anchor puts on you:",
+ "The monsters are after it, and you have to protect it.": "The monsters are after it, and you have to protect it.",
+ "You need to work hard to prove yourself to people connected to it.": "You need to work hard to prove yourself to people connected to it.",
+ "You need to show your deepest emotions to it regularly to feel good about yourself.": "You need to show your deepest emotions to it regularly to feel good about yourself.",
+ "You spend quality time with your Anchor of Normalcy.": "You spend quality time with your Anchor of Normalcy.",
+ "You feel too weird and different for your Anchor of Normalcy.": "You feel too weird and different for your Anchor of Normalcy.",
+ "Your Anchor of Normalcy is in danger because of you.": "Your Anchor of Normalcy is in danger because of you.",
+ "You put yourself in danger in order to protect your Anchor of Normalcy.": "You put yourself in danger in order to protect your Anchor of Normalcy.",
+ "Your Anchor of Normalcy comes into contact with the Apocalypse or its signs.": "Your Anchor of Normalcy comes into contact with the Apocalypse or its signs.",
+ "The Ultimate Revelation": "The Ultimate Revelation",
+ "Over the course of your hunter career, you gradually realise you were sent to Earth because of the forthcoming Apocalypse. At one point, you might decide you want to learn everything there is to learn about this upcoming event. All your research points to a source that can offer you the full picture, but this source—the Ultimate Revelation—is very difficult and dangerous to put your hands on.": "Over the course of your hunter career, you gradually realise you were sent to Earth because of the forthcoming Apocalypse. At one point, you might decide you want to learn everything there is to learn about this upcoming event. All your research points to a source that can offer you the full picture, but this source—the Ultimate Revelation—is very difficult and dangerous to put your hands on.",
+ "Another sign of the Apocalypse approaches.": "Another sign of the Apocalypse approaches.",
+ "Hunters start exploring their backstories, and lore related to them.": "Hunters start exploring their backstories, and lore related to them.",
+ "Choose what the Ultimate Revelation is:": "Choose what the Ultimate Revelation is:",
+ "An apocryphal and proscribed version of a religious text.": "An apocryphal and proscribed version of a religious text.",
+ "A source of apocalyptic visions.": "A source of apocalyptic visions.",
+ "A prophet of doom.": "A prophet of doom.",
+ "A survivor of the Apocalypse.": "A survivor of the Apocalypse.",
+ "Choose at least one reason why it’s so difficult to reach:": "Choose at least one reason why it’s so difficult to reach:",
+ "It’s in pieces scattered all around the world.": "It’s in pieces scattered all around the world.",
+ "It’s guarded by creatures similar to you.": "It’s guarded by creatures similar to you.",
+ "It’s guarded by an ancient order or powerful conspiracy.": "It’s guarded by an ancient order or powerful conspiracy.",
+ "It can be found easily, but understood only with lots of study and reference material.": "It can be found easily, but understood only with lots of study and reference material.",
+ "Choose at least one harm that comes from looking for it:": "Choose at least one harm that comes from looking for it:",
+ "All its searchers are cursed.": "All its searchers are cursed.",
+ "Searching for it brings the Apocalypse closer.": "Searching for it brings the Apocalypse closer.",
+ "A group of assassins is after everyone who searches for it.": "A group of assassins is after everyone who searches for it.",
+ "If other hunters help you search for it, they will become Apocalypse harbingers, too.": "If other hunters help you search for it, they will become Apocalypse harbingers, too.",
+ "Your understanding of the Apocalypse changes.": "Your understanding of the Apocalypse changes.",
+ "You’re asked a question you can’t answer about the Apocalypse.": "You’re asked a question you can’t answer about the Apocalypse.",
+ "You discuss the Apocalypse, and your role in it, with other hunters.": "You discuss the Apocalypse, and your role in it, with other hunters.",
+ "You get closer to the Ultimate Revelation.": "You get closer to the Ultimate Revelation.",
+ "You keep others away from the Ultimate Revelation.": "You keep others away from the Ultimate Revelation.",
+ "The Troublesome Tourist": "The Troublesome Tourist",
+ "Another being has made contact with the Visitor, asking for a guide in the human realm. Unfortunately, their arrival brings with them a dangerous problem. Whether intentionally or through sheer negligence, they stir up trouble with the local population.": "Another being has made contact with the Visitor, asking for a guide in the human realm. Unfortunately, their arrival brings with them a dangerous problem. Whether intentionally or through sheer negligence, they stir up trouble with the local population.",
+ "The team has befriended many locals.": "The team has befriended many locals.",
+ "The team wonders about your family or friends from your homeland.": "The team wonders about your family or friends from your homeland.",
+ "Choose who has come to the Visitor:": "Choose who has come to the Visitor:",
+ "A former student.": "A former student.",
+ "A former mentor.": "A former mentor.",
+ "A noble or elite.": "A noble or elite.",
+ "A researcher.": "A researcher.",
+ "A soldier or assassin.": "A soldier or assassin.",
+ "Choose at least one reason the Visitor feels obligated to help them:": "Choose at least one reason the Visitor feels obligated to help them:",
+ "A debt owed.": "A debt owed.",
+ "Old friends.": "Old friends.",
+ "An oath sworn.": "An oath sworn.",
+ "Family commitments.": "Family commitments.",
+ "Diplomatic concerns.": "Diplomatic concerns.",
+ "Choose at least one reason why this tourist is a problem:": "Choose at least one reason why this tourist is a problem:",
+ "They’re a hostile agent of an external power.": "They’re a hostile agent of an external power.",
+ "They’re entitled and abusive.": "They’re entitled and abusive.",
+ "They’re careless and hedonistic.": "They’re careless and hedonistic.",
+ "They have nefarious purposes.": "They have nefarious purposes.",
+ "They’re on a mission of violent revenge.": "They’re on a mission of violent revenge.",
+ "They’re pursued by dangerous forces.": "They’re pursued by dangerous forces.",
+ "They display inconvenient heroism.": "They display inconvenient heroism.",
+ "You introduce the Tourist to something you love about here.": "You introduce the Tourist to something you love about here.",
+ "You call out the Tourist for causing trouble.": "You call out the Tourist for causing trouble.",
+ "You talk down Locals from a potential conflict.": "You talk down Locals from a potential conflict.",
+ "You convince the Tourist not to do something problematic.": "You convince the Tourist not to do something problematic.",
+ "You teach the Tourist an important lesson.": "You teach the Tourist an important lesson.",
+ "The Bridge": "The Bridge",
+ "Although the Visitor has become immersed in what to them is a foreign culture, home has never been unreachable, but it’s never been convenient either. At least not until now—an easy way to travel between your home and Earth has appeared. In fact, it might be a little too convenient.": "Although the Visitor has become immersed in what to them is a foreign culture, home has never been unreachable, but it’s never been convenient either. At least not until now—an easy way to travel between your home and Earth has appeared. In fact, it might be a little too convenient.",
+ "The other hunters express curiosity about your home world.": "The other hunters express curiosity about your home world.",
+ "The hunters need resources for something and are unsure how to get it.": "The hunters need resources for something and are unsure how to get it.",
+ "Choose the nature of the bridge:": "Choose the nature of the bridge:",
+ "A charter service.": "A charter service.",
+ "A mysterious portal.": "A mysterious portal.",
+ "A blending of two places.": "A blending of two places.",
+ "A magical item that allows travel.": "A magical item that allows travel.",
+ "Choose what danger comes with the bridge (they could be different for each side):": "Choose what danger comes with the bridge (they could be different for each side):",
+ "Exposure of secrets.": "Exposure of secrets.",
+ "Colonial aspirations.": "Colonial aspirations.",
+ "Incompatible realities.": "Incompatible realities.",
+ "Invasive species (including monsters).": "Invasive species (including monsters).",
+ "Criminal enterprise.": "Criminal enterprise.",
+ "Violent conflict.": "Violent conflict.",
+ "Choose what opportunity comes with the bridge (they could be different for each side):": "Choose what opportunity comes with the bridge (they could be different for each side):",
+ "Blending of cultures.": "Blending of cultures.",
+ "Exchange of knowledge.": "Exchange of knowledge.",
+ "Trade opportunities.": "Trade opportunities.",
+ "Metaphysical balance.": "Metaphysical balance.",
+ "Safe haven.": "Safe haven.",
+ "Environmental revitalisation.": "Environmental revitalisation.",
+ "You use the Bridge.": "You use the Bridge.",
+ "You learn a secret about the Bridge.": "You learn a secret about the Bridge.",
+ "You lead someone across the Bridge.": "You lead someone across the Bridge.",
+ "You prevent someone from using the Bridge.": "You prevent someone from using the Bridge.",
+ "Someone crossing the Bridge causes a problem.": "Someone crossing the Bridge causes a problem.",
+ "A New Life": "A New Life",
+ "You have a chance to move past your tragedy and start a new life, but it’s at odds with your life as a monster hunter. Besides, do you really want to move on?": "You have a chance to move past your tragedy and start a new life, but it’s at odds with your life as a monster hunter. Besides, do you really want to move on?",
+ "You meet a person, or a cause, that could help you start a new life.": "You meet a person, or a cause, that could help you start a new life.",
+ "You’re consumed by your quest for revenge.": "You’re consumed by your quest for revenge.",
+ "Choose what gives you the chance for a new life:": "Choose what gives you the chance for a new life:",
+ "A romantic relationship or friendship.": "A romantic relationship or friendship.",
+ "An opportunity to settle down with a normal job and home. A mundane personal quest or endeavour.": "An opportunity to settle down with a normal job and home. A mundane personal quest or endeavour.",
+ "A cooperation or common cause.": "A cooperation or common cause.",
+ "Choose what emotions this chance gives you, dragging you away from the tragedies of your life:": "Choose what emotions this chance gives you, dragging you away from the tragedies of your life:",
+ "Love.": "Love.",
+ "Friendship.": "Friendship.",
+ "Pride.": "Pride.",
+ "Security.": "Security.",
+ "Meaning.": "Meaning.",
+ "Choose at least one reason why this new life is at odds with hunting monsters:": "Choose at least one reason why this new life is at odds with hunting monsters:",
+ "People in your new life know nothing about monsters.": "People in your new life know nothing about monsters.",
+ "Your new life requires lots of time.": "Your new life requires lots of time.",
+ "Monsters are targeting people or places related to your new life.": "Monsters are targeting people or places related to your new life.",
+ "You’re ambivalent about your new life as it drags your thoughts away from your vengeance.": "You’re ambivalent about your new life as it drags your thoughts away from your vengeance.",
+ "You miss a part of your New Life due to monster hunting.": "You miss a part of your New Life due to monster hunting.",
+ "You jeopardise your monster hunting due to your New Life.": "You jeopardise your monster hunting due to your New Life.",
+ "You protect your New Life from monsters and magic.": "You protect your New Life from monsters and magic.",
+ "You lie in your New Life about monsters and magic.": "You lie in your New Life about monsters and magic.",
+ "You discover a new way to enjoy your New Life.": "You discover a new way to enjoy your New Life.",
+ "The Protégé": "The Protégé",
+ "You’ve met somebody who’s been wronged similarly to you, but is far more vulnerable. You want to help them have the best life possible after the tragedy they’ve experienced. They’re your protégé now.": "You’ve met somebody who’s been wronged similarly to you, but is far more vulnerable. You want to help them have the best life possible after the tragedy they’ve experienced. They’re your protégé now.",
+ "You meet someone as hurt as you are, but younger or weaker.": "You meet someone as hurt as you are, but younger or weaker.",
+ "A bystander becomes interesting to the hunters, and their backstory isn’t established yet.": "A bystander becomes interesting to the hunters, and their backstory isn’t established yet.",
+ "Choose the tragedy that befell the Protégé:": "Choose the tragedy that befell the Protégé:",
+ "Attack by the same monster or monster type.": "Attack by the same monster or monster type.",
+ "Loss of a person or people of similar significance.": "Loss of a person or people of similar significance.",
+ "Loss of a similar part of life (job, home, good standing, something else).": "Loss of a similar part of life (job, home, good standing, something else).",
+ "Loss that caused a similar emotional reaction.": "Loss that caused a similar emotional reaction.",
+ "Choose at least one reason why you consider the Protégé more vulnerable than you:": "Choose at least one reason why you consider the Protégé more vulnerable than you:",
+ "They’re still in shock after their tragedy.": "They’re still in shock after their tragedy.",
+ "They’re very young.": "They’re very young.",
+ "They don’t have a support net like you did.": "They don’t have a support net like you did.",
+ "They know nothing about monsters.": "They know nothing about monsters.",
+ "They’re left emotionally or physically scarred.": "They’re left emotionally or physically scarred.",
+ "You can’t see, or deny seeing, their strength.": "You can’t see, or deny seeing, their strength.",
+ "You want somebody to care for.": "You want somebody to care for.",
+ "Choose one or more reasons why the relationship with the Protégé is difficult:": "Choose one or more reasons why the relationship with the Protégé is difficult:",
+ "They’re extremely distrustful.": "They’re extremely distrustful.",
+ "They’re hunted by a monster or monsters.": "They’re hunted by a monster or monsters.",
+ "They want to get their revenge right now.": "They want to get their revenge right now.",
+ "They want to act like a professional monster hunter without the necessary experience.": "They want to act like a professional monster hunter without the necessary experience.",
+ "They’re haunted by a curse or other phenomenon.": "They’re haunted by a curse or other phenomenon.",
+ "They have relatives or friends who know nothing.": "They have relatives or friends who know nothing.",
+ "You were complicit in their tragedy.": "You were complicit in their tragedy.",
+ "You take risks to protect the Protégé.": "You take risks to protect the Protégé.",
+ "Your Protégé learns something new and important.": "Your Protégé learns something new and important.",
+ "Your Protégé irritates or disappoints you.": "Your Protégé irritates or disappoints you.",
+ "You have to choose between helping your Protégé and helping other innocents.": "You have to choose between helping your Protégé and helping other innocents.",
+ "Other hunters deepen their bond with the Protégé.": "Other hunters deepen their bond with the Protégé.",
"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?": "- 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.": "- 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.": "- 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.
",
"You’re friends and confidants. What do you know about each other’s fears and secrets?You saved them from a curse many years ago and have trusted each other since. Ask them what it was.You’re suspsicious of their powers and wonder if one day you’ll need to consume that curse from them.They’re suspicioius of your powers. Ask them what they fear about you.You were both hunting the same monster and had an argument about killing it versus saving it. Decide between you who won that debate.You’re family. What’s the relationship? How does the rest of the family regard you?On your first hunt together, you unleashed consumed magic and put them in great danger. Ask what happened and how they feel about it now.They told you that you’re fated to consume a curse that threatens the world. Ask if they know anything more about what’s coming.": "- You’re friends and confidants. What do you know about each other’s fears and secrets?
- You saved them from a curse many years ago and have trusted each other since. Ask them what it was.
- You’re suspsicious of their powers and wonder if one day you’ll need to consume that curse from them.
- They’re suspicioius of your powers. Ask them what they fear about you.
- You were both hunting the same monster and had an argument about killing it versus saving it. Decide between you who won that debate.
- You’re family. What’s the relationship? How does the rest of the family regard you?
- On your first hunt together, you unleashed consumed magic and put them in great danger. Ask what happened and how they feel about it now.
- They told you that you’re fated to consume a curse that threatens the world. Ask if they know anything more about what’s coming.
",
"They invited me along tonight. Why are you both here?They are my good friend. Why do you trust each other?They are my rival or enemy. What do you respect about them, despite your differences?They are my relative. What’s the relationship?They are my romantic partner. How’s it going between you two?We’re connected by [say what]. What does that mean to you?": "- They invited me along tonight. Why are you both here?
- They are my good friend. Why do you trust each other?
- They are my rival or enemy. What do you respect about them, despite your differences?
- They are my relative. What’s the relationship?
- They are my romantic partner. How’s it going between you two?
- We’re connected by [say what]. What does that mean to you?
",
+ "You are relations, most likely distant. Tell them what the connection is.You were academic colleagues at some point in the past. Decide together where and when.On-again, off-again romance. Decide together if it’s off or on right now.You’ve been friends ever since you had a Science Adventure a while ago. Decide which evil science nemesis you defeated together.Just buddies. You get along well when it’s time to relax after all the monsters have been dealt with.They once helped you deal with an “experiment” that got out of hand. Tell them what it was and let them decide how they helped you sort it out.They were there when your career changed from scientist to action scientist. Decide together how they helped you out when you fought your first monster.You used science to get them out of a jam, and they still owe you for it. Ask them what the jam was, then tell them what you did.": "- You are relations, most likely distant. Tell them what the connection is.
- You were academic colleagues at some point in the past. Decide together where and when.
- On-again, off-again romance. Decide together if it’s off or on right now.
- You’ve been friends ever since you had a Science Adventure a while ago. Decide which evil science nemesis you defeated together.
- Just buddies. You get along well when it’s time to relax after all the monsters have been dealt with.
- They once helped you deal with an “experiment” that got out of hand. Tell them what it was and let them decide how they helped you sort it out.
- They were there when your career changed from scientist to action scientist. Decide together how they helped you out when you fought your first monster.
- You used science to get them out of a jam, and they still owe you for it. Ask them what the jam was, then tell them what you did.
",
+ "You’ve got a professional relationship. Are they your agent, lawyer, bodyguard, professional assistant, or co-star?Best frenemies—you met competing over something. Was it a monster hunt or a gig? Decide together how it turned out.The paparazzi caught you out together once. Was it a date or were you hunting a creature?They knew you before you became well-known: a cousin, a college roommate, or just an old friend.You’ve had a history of romance with this hunter (with the player’s agreement). How long has it been going on? How consistent is it?They are (or used to be) your biggest fan and still have some memorabilia. Ask what their favourite piece is.They recruited you for your first hunt. What did you hunt, and how did it go?Your body of work includes advice that saved their life once. Ask what it was.": "- You’ve got a professional relationship. Are they your agent, lawyer, bodyguard, professional assistant, or co-star?
- Best frenemies—you met competing over something. Was it a monster hunt or a gig? Decide together how it turned out.
- The paparazzi caught you out together once. Was it a date or were you hunting a creature?
- They knew you before you became well-known: a cousin, a college roommate, or just an old friend.
- You’ve had a history of romance with this hunter (with the player’s agreement). How long has it been going on? How consistent is it?
- They are (or used to be) your biggest fan and still have some memorabilia. Ask what their favourite piece is.
- They recruited you for your first hunt. What did you hunt, and how did it go?
- Your body of work includes advice that saved their life once. Ask what it was.
",
+ "They discovered you aren’t human. Ask them how they realised and how (if?) they told you.You suspect they know more about your heritage than they’re telling. Ask if your suspicion is correct.They tried to slay you, but decided you were innocent—or at least not evil. Ask what convinced them.You see them as your anchor to humanity. Ask them what sort of example they set.You are romantically involved with them, or a close relative of theirs. Decide together the exact relationship.They are family in every way but blood. Decide together the details of your relationship.They claim you and your people are part of their destiny. Ask them what they told you and tell them your reaction to this.They see you as a protégé to train for hunting. Ask them how persistent they are in this agenda.": "- They discovered you aren’t human. Ask them how they realised and how (if?) they told you.
- You suspect they know more about your heritage than they’re telling. Ask if your suspicion is correct.
- They tried to slay you, but decided you were innocent—or at least not evil. Ask what convinced them.
- You see them as your anchor to humanity. Ask them what sort of example they set.
- You are romantically involved with them, or a close relative of theirs. Decide together the exact relationship.
- They are family in every way but blood. Decide together the details of your relationship.
- They claim you and your people are part of their destiny. Ask them what they told you and tell them your reaction to this.
- They see you as a protégé to train for hunting. Ask them how persistent they are in this agenda.
",
+ "They introduced you to your ally. Ask them how that happened. Decide together what the relationship is now.The first time you encountered a monster, they were there. Ask them whether they were already a veteran.You introduced them to the hunting lifestyle. Was it on purpose? Ask them how they feel about being dragged into this life.Your ally is a big fan of this hunter. Has the ally approached them? Ask the other hunter if they’ve noticed.They’re related to your ally. Ask the other hunter what they think about your relationship.You are always trying to show off in front of them. Why do you do this? Ask what they think of it.They shared a traumatic encounter with you and your ally. What detail do you all disagree on?": "- They introduced you to your ally. Ask them how that happened. Decide together what the relationship is now.
- The first time you encountered a monster, they were there. Ask them whether they were already a veteran.
- You introduced them to the hunting lifestyle. Was it on purpose? Ask them how they feel about being dragged into this life.
- Your ally is a big fan of this hunter. Has the ally approached them? Ask the other hunter if they’ve noticed.
- They’re related to your ally. Ask the other hunter what they think about your relationship.
- You are always trying to show off in front of them. Why do you do this? Ask what they think of it.
- They shared a traumatic encounter with you and your ally. What detail do you all disagree on?
",
+ "They were the first person you met after receiving your Task. Tell them if they witnessed the event itself. How did they react?They’re a family member. Ask them what surprised them most about how you’ve changed.They’re somehow integral to your Task. Ask them why the Overseers are interested in them.The Overseers have warned you about this hunter. What was the warning? Have you revealed this?You enjoy every minute you spend with them. Decide together what causes you to get along so well.They respect your Task and the work you do with the Overseers. Ask them if they respect the Overseers as much as the work.They’ve always listened to your worries. Have you ever taken advantage of their willingness to listen?They work efficiently with you. Decide together why others think you don’t like each other.": "- They were the first person you met after receiving your Task. Tell them if they witnessed the event itself. How did they react?
- They’re a family member. Ask them what surprised them most about how you’ve changed.
- They’re somehow integral to your Task. Ask them why the Overseers are interested in them.
- The Overseers have warned you about this hunter. What was the warning? Have you revealed this?
- You enjoy every minute you spend with them. Decide together what causes you to get along so well.
- They respect your Task and the work you do with the Overseers. Ask them if they respect the Overseers as much as the work.
- They’ve always listened to your worries. Have you ever taken advantage of their willingness to listen?
- They work efficiently with you. Decide together why others think you don’t like each other.
",
+ "They awakened your dormant form. Did you appear as a human or weapon before that? Decide how you each reacted.They know things about your legend that you’re unaware of. Tell them a secret you didn’t know yourself. Ask if they’ve revealed it to you.Prophecies say they’re connected to your past. Have you told them about it? Decide together what the connection is.They always treat you as a person regardless of what form you’re in. What do you think of that? Ask them why they do it.They engineered the meeting between you and your current partner. Ask them why they did that.They seem to think your weapon form is a curse you need to be freed of. Do you agree?You share interests or hobbies. Decide together what they are.You were created to kill them—either individually or their people. Tell them why you’ve turned against this purpose and ask them if they know about it.": "- They awakened your dormant form. Did you appear as a human or weapon before that? Decide how you each reacted.
- They know things about your legend that you’re unaware of. Tell them a secret you didn’t know yourself. Ask if they’ve revealed it to you.
- Prophecies say they’re connected to your past. Have you told them about it? Decide together what the connection is.
- They always treat you as a person regardless of what form you’re in. What do you think of that? Ask them why they do it.
- They engineered the meeting between you and your current partner. Ask them why they did that.
- They seem to think your weapon form is a curse you need to be freed of. Do you agree?
- You share interests or hobbies. Decide together what they are.
- You were created to kill them—either individually or their people. Tell them why you’ve turned against this purpose and ask them if they know about it.
",
+ "They were instrumental in you encountering and bonding with your symbiote. Decide together how this happened.Your meeting with them was not coincidental. Why did you seek them out? Ask them if they are suspicious of you.You’re related, and another close relative has recently gone missing. Ask if their memories of this person are good or bad, then tell them if your memories are the same.They’ve always treated you with respect. Ask whether it’s because of how you bonded with the symbiote or how you handle it.You’ll protect them before anybody else. Do you know why you act this way? Ask them how they feel about it.They seem to always be watching you. Ask them what they’re concerned about. How do you respond to this surveillance?You have been friends since you met over a shared, relaxing interest. Decide together what it is. Was this before your symbiosis? If not, which part did they meet?They used to bear the same symbiote you do. Ask them how they became separated and how they feel about it. Have you discussed how they feel about their former symbiote being yours now?": "- They were instrumental in you encountering and bonding with your symbiote. Decide together how this happened.
- Your meeting with them was not coincidental. Why did you seek them out? Ask them if they are suspicious of you.
- You’re related, and another close relative has recently gone missing. Ask if their memories of this person are good or bad, then tell them if your memories are the same.
- They’ve always treated you with respect. Ask whether it’s because of how you bonded with the symbiote or how you handle it.
- You’ll protect them before anybody else. Do you know why you act this way? Ask them how they feel about it.
- They seem to always be watching you. Ask them what they’re concerned about. How do you respond to this surveillance?
- You have been friends since you met over a shared, relaxing interest. Decide together what it is. Was this before your symbiosis? If not, which part did they meet?
- They used to bear the same symbiote you do. Ask them how they became separated and how they feel about it. Have you discussed how they feel about their former symbiote being yours now?
",
+ "They knew you before your abilities really took off. Ask them what they think about the change.You’ve learned a secret about them. Decide together what it is and if they’re aware you know.They’re a relative—cousins or closer. Ask them what part they played in you becoming what you are.They always give you the space you need. What method do they use when they really need to get through to you?Why can’t you ever say the right thing to them no matter how much you want to? Ask them if they’ve noticed your struggle.You suspect they know more about you than they’re saying. Ask them what they suspect.You share a surprising hobby. What is it?How did you ruin an important day in their life?": "- They knew you before your abilities really took off. Ask them what they think about the change.
- You’ve learned a secret about them. Decide together what it is and if they’re aware you know.
- They’re a relative—cousins or closer. Ask them what part they played in you becoming what you are.
- They always give you the space you need. What method do they use when they really need to get through to you?
- Why can’t you ever say the right thing to them no matter how much you want to? Ask them if they’ve noticed your struggle.
- You suspect they know more about you than they’re saying. Ask them what they suspect.
- You share a surprising hobby. What is it?
- How did you ruin an important day in their life?
",
+ "They were the first local resident you ever had a conversation with. Was there a language barrier? What was the conversation about?This hunter seems to know things about the history of your homeland you only vaguely know about.Tests indicate that one of their ancestors was from your people. Did you know this was possible? Have you told them?You frequently have deep conversations with this hunter about your respective cultures.It especially bothers you to be misunderstood by this hunter. You don’t understand why. Ask them if they’ve noticed.One of the hunters has had a past experience with your people. Ask them whether it was a good experience or a bad one? Were you there?How have you and this hunter shared hobbies from each other’s upbringings?One of you mistook the other for a threat people needed to be protected from. Decide together how that played out.": "- They were the first local resident you ever had a conversation with. Was there a language barrier? What was the conversation about?
- This hunter seems to know things about the history of your homeland you only vaguely know about.
- Tests indicate that one of their ancestors was from your people. Did you know this was possible? Have you told them?
- You frequently have deep conversations with this hunter about your respective cultures.
- It especially bothers you to be misunderstood by this hunter. You don’t understand why. Ask them if they’ve noticed.
- One of the hunters has had a past experience with your people. Ask them whether it was a good experience or a bad one? Were you there?
- How have you and this hunter shared hobbies from each other’s upbringings?
- One of you mistook the other for a threat people needed to be protected from. Decide together how that played out.
",
+ "Roll?": "Roll?",
+ "None": "None",
+ "You get all the basic moves, plus two Action Scientist moves. Pick two of these:": "You get all the basic moves, plus two Action Scientist moves. Pick two of these:",
+ "Test Hypothesis: When you test a potential explanation based on data gathered, roll +Sharp. The Keeper will tell you if you’re on the right track, missing some critical data, or on the wrong track.On a 10+, you can trust that answer.On a 7–9, the Keeper answers honestly, but you wasted time or the testing process destroyed some evidence.On a miss, the Keeper’s answer is unrelated to the facts.": "Test Hypothesis: When you test a potential explanation based on data gathered, roll +Sharp. The Keeper will tell you if you’re on the right track, missing some critical data, or on the wrong track.- On a 10+, you can trust that answer.
- On a 7–9, the Keeper answers honestly, but you wasted time or the testing process destroyed some evidence.
- On a miss, the Keeper’s answer is unrelated to the facts.
",
+ "Sabotage: When you quickly break a complicated gadget, roll +Sharp.On a 10+, it’s broken. Your choice if it’s done quietly or left totally irreparable.On a 7–9, it’s broken, but not too hard to fix and you made a bit of a ruckus.On a miss, the worst thing possible happens—usually explosions.": "Sabotage: When you quickly break a complicated gadget, roll +Sharp.- On a 10+, it’s broken. Your choice if it’s done quietly or left totally irreparable.
- On a 7–9, it’s broken, but not too hard to fix and you made a bit of a ruckus.
- On a miss, the worst thing possible happens—usually explosions.
",
+ "Oblivious to Danger: As well as generally not looking out for danger, you are immune to all fear-based moves and powers. You never need to act under pressure to resist fear from any source.": "Oblivious to Danger: As well as generally not looking out for danger, you are immune to all fear-based moves and powers. You never need to act under pressure to resist fear from any source.",
+ "The Doors of Perception: When you use psychological, pharmacological, or meditation techniques to open your mind to transcendental knowledge, roll +Weird.On a 10+, pick two effects.On a 7–9, pick one effect but your mind and perceptions are confused and foggy.On a miss, you get lost in altered states of consciousness.Effects available:Communicate with someone or something that you normally couldn’t.See what is normally invisible: things like physical forces, ghosts and spirits, incursions of other dimensions, and magical effects.Ask one question from the investigate a mystery list.Clarity: Get +1 Cool, Sharp, or Weird for the next hour or so (maximum +3).": "The Doors of Perception: When you use psychological, pharmacological, or meditation techniques to open your mind to transcendental knowledge, roll +Weird.- On a 10+, pick two effects.
- On a 7–9, pick one effect but your mind and perceptions are confused and foggy.
- On a miss, you get lost in altered states of consciousness.
Effects available:- Communicate with someone or something that you normally couldn’t.
- See what is normally invisible: things like physical forces, ghosts and spirits, incursions of other dimensions, and magical effects.
- Ask one question from the investigate a mystery list.
- Clarity: Get +1 Cool, Sharp, or Weird for the next hour or so (maximum +3).
",
+ "Fieldwork: When you put yourself in danger to test a hypothesis, get +1 forward. When you confirm the hypothesis as true or false, mark experience.": "Fieldwork: When you put yourself in danger to test a hypothesis, get +1 forward. When you confirm the hypothesis as true or false, mark experience.",
+ "You get all the basic moves, plus three Celebrity moves. You get this one:": "You get all the basic moves, plus three Celebrity moves. You get this one:",
+ "Fakelore: When you use “facts” learned from your work, roll +Sharp. On a 10+, pick two. On a 7–9, pick one. On a miss, pick two, but one is true, one isn’t, and you won’t find out which until it really matters.You coincidentally expose a vulnerability of the monster.You kept a useful prop and can make use of it now.You don’t set yourself up to be attacked.It works for the reason you say it should.": "Fakelore: When you use “facts” learned from your work, roll +Sharp. On a 10+, pick two. On a 7–9, pick one. On a miss, pick two, but one is true, one isn’t, and you won’t find out which until it really matters.- You coincidentally expose a vulnerability of the monster.
- You kept a useful prop and can make use of it now.
- You don’t set yourself up to be attacked.
- It works for the reason you say it should.
",
+ "Then pick two of these:": "Then pick two of these:",
+ "Scream Queen: When you make a commotion, roll +Cool. On a 10+, you draw all the attention you want. On a 7–9, you either attract something you didn’t want or don’t attract everything you wanted.": "Scream Queen: When you make a commotion, roll +Cool. On a 10+, you draw all the attention you want. On a 7–9, you either attract something you didn’t want or don’t attract everything you wanted.",
+ "The Price of Fame: When your career interferes with a hunt or puts someone in harm’s way, mark experience. When dealing with fans, your fame usually serves as a reason for manipulating someone.": "The Price of Fame: When your career interferes with a hunt or puts someone in harm’s way, mark experience. When dealing with fans, your fame usually serves as a reason for manipulating someone.",
+ "I Have People: You have friends in high places. When you ask them for help, roll +Charm.On a 10+, they’re available and helpful—they can fix something, use connections to get around authority figures, do background research, or get you special information.On a 7–9, they’re prepared to help, but it’s either going to take some time or you owe them a favour.On a miss, you offend them.": "I Have People: You have friends in high places. When you ask them for help, roll +Charm.- On a 10+, they’re available and helpful—they can fix something, use connections to get around authority figures, do background research, or get you special information.
- On a 7–9, they’re prepared to help, but it’s either going to take some time or you owe them a favour.
- On a miss, you offend them.
",
+ "I Do My Own Stunts: You’ve been hurt on the job enough that you know how to manage your own injuries. As long as you’re conscious, you never go unstable.": "I Do My Own Stunts: You’ve been hurt on the job enough that you know how to manage your own injuries. As long as you’re conscious, you never go unstable.",
+ "Disarming: You know how to look harmless. When you dissuade someone or something from hurting you, roll +Charm. On a 10+, they hesitate long enough for someone to act. On a 7–9, they either hold back or attack someone else.": "Disarming: You know how to look harmless. When you dissuade someone or something from hurting you, roll +Charm. On a 10+, they hesitate long enough for someone to act. On a 7–9, they either hold back or attack someone else.",
+ "But I Play One on TV: You’ve picked up tricks from a lot of fields. Once per session, you can use a move from any not-in-use playbook, or an alternate Weird move.": "But I Play One on TV: You’ve picked up tricks from a lot of fields. Once per session, you can use a move from any not-in-use playbook, or an alternate Weird move.",
+ "Acting, My Dear Boy: If you suffer harm that would take you to dying, you ignore it and survive—but you’re out of action, presumed dead. Later you reappear as if nothing happened, revealing you played dead or fainted. It may go badly for you if anything takes advantage of your apparent helplessness.": "Acting, My Dear Boy: If you suffer harm that would take you to dying, you ignore it and survive—but you’re out of action, presumed dead. Later you reappear as if nothing happened, revealing you played dead or fainted. It may go badly for you if anything takes advantage of your apparent helplessness.",
+ "You get all the basic moves, plus three Changeling moves. You get this one:": "You get all the basic moves, plus three Changeling moves. You get this one:",
+ "Glamour: Your appearance is clearly inhuman, making regular interaction with bystanders difficult. However, when feeling calm, you can maintain an illusion of humanity. You may drop your glamour and display your supernatural power to turn any roll into a 10. Your unknown heritage stirs up trouble right away or soon after.": "Glamour: Your appearance is clearly inhuman, making regular interaction with bystanders difficult. However, when feeling calm, you can maintain an illusion of humanity. You may drop your glamour and display your supernatural power to turn any roll into a 10. Your unknown heritage stirs up trouble right away or soon after.",
+ "Inhuman Talent: You’re naturally skilled with a specific type of magic—perhaps plants, ice, illusions, or summer. You have +1 ongoing when you use a basic Weird move that uses these powers. In addition, at the start of each session, hold 2. Spend your hold for +1 forward on a move your powers can enhance.": "Inhuman Talent: You’re naturally skilled with a specific type of magic—perhaps plants, ice, illusions, or summer. You have +1 ongoing when you use a basic Weird move that uses these powers. In addition, at the start of each session, hold 2. Spend your hold for +1 forward on a move your powers can enhance.",
+ "They Are My People: Once per session, when you protect someone, act as if you rolled a 12. You gain +1 forward when acting under pressure to resist instincts like your unknown heritage, other dark urges, and “fight or flight” situations.": "They Are My People: Once per session, when you protect someone, act as if you rolled a 12. You gain +1 forward when acting under pressure to resist instincts like your unknown heritage, other dark urges, and “fight or flight” situations.",
+ "Force of Nature: You have a supernatural attack from your heritage. Choose its type: lightning, insect swarms, magical blades, or something else. When you unleash your power, roll +Weird. On any 7+, you summon a 1-harm close weapon for a short time. On a 10+, pick two extras. On a 7–9, pick one. On a miss, the power turns against you.Extras: +1 harm, hand, far, autonomous, distracting, ignore-armour, area, grab, blind, stun": "Force of Nature: You have a supernatural attack from your heritage. Choose its type: lightning, insect swarms, magical blades, or something else. When you unleash your power, roll +Weird. On any 7+, you summon a 1-harm close weapon for a short time. On a 10+, pick two extras. On a 7–9, pick one. On a miss, the power turns against you.- Extras: +1 harm, hand, far, autonomous, distracting, ignore-armour, area, grab, blind, stun
",
+ "Lockdown: You can stun people with a power like a petrifying gaze, overwhelming illusions, or bewildering moths. When you freeze someone, roll +Weird.On a 10+, the target is immobilised for a few minutes or until something snaps them out of it.On a 7–9, the target is immobilised for as long as you focus your attention, or until something snaps them out of it.On a miss, it causes a magical backlash.Harming the target always snaps them out of it.": "Lockdown: You can stun people with a power like a petrifying gaze, overwhelming illusions, or bewildering moths. When you freeze someone, roll +Weird.- On a 10+, the target is immobilised for a few minutes or until something snaps them out of it.
- On a 7–9, the target is immobilised for as long as you focus your attention, or until something snaps them out of it.
- On a miss, it causes a magical backlash.
Harming the target always snaps them out of it.",
+ "Faerie Gossip: You can communicate with local spirits and mystical creatures. When you investigate a mystery by questioning these beings, you may roll +Weird instead of +Sharp, and may ask the following questions as well as the usual ones:Is anything affecting the supernatural environment?How long has [name] been in the area?When did [name] first arrive?": "Faerie Gossip: You can communicate with local spirits and mystical creatures. When you investigate a mystery by questioning these beings, you may roll +Weird instead of +Sharp, and may ask the following questions as well as the usual ones:- Is anything affecting the supernatural environment?
- How long has [name] been in the area?
- When did [name] first arrive?
",
+ "Renewal: You can speed the healing of those around you. When teammates and allies in your presence recover harm by any means, they recover 1 extra harm.": "Renewal: You can speed the healing of those around you. When teammates and allies in your presence recover harm by any means, they recover 1 extra harm.",
+ "Strange Paths: You can walk (or drive) between worlds. However, you don’t know the way very well. When you take an otherworld shortcut, roll +Weird.On a 10+, you arrive quicker than otherwise possible.On a 7–9, you find trouble along the way. Perhaps you get only partway, encounter locals, or only save a little time.On a miss, you arrive a little too late or have to deal with something blocking the way.": "Strange Paths: You can walk (or drive) between worlds. However, you don’t know the way very well. When you take an otherworld shortcut, roll +Weird.- On a 10+, you arrive quicker than otherwise possible.
- On a 7–9, you find trouble along the way. Perhaps you get only partway, encounter locals, or only save a little time.
- On a miss, you arrive a little too late or have to deal with something blocking the way.
",
"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.",
+ "You get all the basic moves, plus two Covenant moves. Pick two of these:": "You get all the basic moves, plus two Covenant moves. Pick two of these:",
+ "Get Down!: When you protect someone, you may choose to split the harm suffered with a nearby ally as well as yourself and the protected person.": "Get Down!: When you protect someone, you may choose to split the harm suffered with a nearby ally as well as yourself and the protected person.",
+ "Fast Friends: When you meet a new being and spend time befriending them, roll +Charm. On a 10+, they become your ally. On a 7–9, they become your ally until the end of the mystery. On a miss, you’ve offended them. You can only gain one permanent ally per mystery with this move (a second 10+ makes them an ally for the rest of the mystery).": "Fast Friends: When you meet a new being and spend time befriending them, roll +Charm. - On a 10+, they become your ally.
- On a 7–9, they become your ally until the end of the mystery.
- On a miss, you’ve offended them.
You can only gain one permanent ally per mystery with this move (a second 10+ makes them an ally for the rest of the mystery).",
+ "Smash Cut: Once per mystery, when you reveal you asked an ally to do something for you, describe the task as a flashback and roll +Cool.On a 10+, it went off smoothly. The Keeper describes the results.On a 7–9, it was either more dangerous or less effective than you hoped. The Keeper describes the results.On a miss, your allies are in serious danger right now.": "Smash Cut: Once per mystery, when you reveal you asked an ally to do something for you, describe the task as a flashback and roll +Cool.- On a 10+, it went off smoothly. The Keeper describes the results.
- On a 7–9, it was either more dangerous or less effective than you hoped. The Keeper describes the results.
- On a miss, your allies are in serious danger right now.
",
+ "The Geek in the Chair: Your ally watches and guides you remotely. You may spend 1 hold from read a bad situation to warn someone about to suffer harm, preventing 2 harm. You gain +1 forward to read a bad situation in each new location.": "The Geek in the Chair: Your ally watches and guides you remotely. You may spend 1 hold from read a bad situation to warn someone about to suffer harm, preventing 2 harm. You gain +1 forward to read a bad situation in each new location.",
+ "Acolyte: Either one of your existing allies has acquired supernatural powers or you have acquired a supernatural ally. You decide with the Keeper what sort of powers they have.": "Acolyte: Either one of your existing allies has acquired supernatural powers or you have acquired a supernatural ally. You decide with the Keeper what sort of powers they have.",
+ "Who Said I Was Alone?: Once per session, when your ally suddenly appears, treat a miss result as if you rolled a 7–9. Immediate consequences (such as suffering harm) apply to you, but the ally becomes the focus of attention.": "Who Said I Was Alone?: Once per session, when your ally suddenly appears, treat a miss result as if you rolled a 7–9. Immediate consequences (such as suffering harm) apply to you, but the ally becomes the focus of attention.",
+ "Opening Doors: Your allies have their own contacts and social circles. Once per session, an ally can arrange a meeting between you and someone they know. You have +1 ongoing to interact with your ally’s contacts during this meeting.": "Opening Doors: Your allies have their own contacts and social circles. Once per session, an ally can arrange a meeting between you and someone they know. You have +1 ongoing to interact with your ally’s contacts during this meeting.",
"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.",
@@ -3069,7 +5893,6 @@
"You get all the basic moves, and four Curse-eater moves. You get these two:": "You get all the basic moves, and four Curse-eater moves. You get these two:",
"Devour Evil: When you absorb a curse—from a monster, phenomenon, minion, or evil magic—roll one die. If the die shows a 1-3, mark one corruption, on a 4-5, mark two, and on a 6, mark three. For a monster or minion with half or more harm capacity remaining, mark one extra. If you have more corruption than consumed magics, ask the Keeper to provide you a power and downside this curse gives you. If the curse was small or short-lived, it is destroyed. If the curse is strong or long lasting (monsters, phenomenon, minions in particular) and you used its weakness, then the curse is lifted. Some curses cannot be lifted this way—these are temporarily but significantly reduced in power instead.": "Devour Evil: When you absorb a curse—from a monster, phenomenon, minion, or evil magic—roll one die. If the die shows a 1-3, mark one corruption, on a 4-5, mark two, and on a 6, mark three. For a monster or minion with half or more harm capacity remaining, mark one extra. If you have more corruption than consumed magics, ask the Keeper to provide you a power and downside this curse gives you. If the curse was small or short-lived, it is destroyed. If the curse is strong or long lasting (monsters, phenomenon, minions in particular) and you used its weakness, then the curse is lifted. Some curses cannot be lifted this way—these are temporarily but significantly reduced in power instead.",
"Unleash Corruption: When you have marked corruption, you may release a power you have consumed. Say how you use the power and clear one corruption, then choose whether to keep control or not. Controlled, the power does what you want. You erase the consumed magic line (including the power and downside). Uncontrolled, the power and downside both activate and the Keeper determines how it goes.": "Unleash Corruption: When you have marked corruption, you may release a power you have consumed. Say how you use the power and clear one corruption, then choose whether to keep control or not. Controlled, the power does what you want. You erase the consumed magic line (including the power and downside). Uncontrolled, the power and downside both activate and the Keeper determines how it goes.",
- "Then pick two of these:": "Then pick two of these:",
"Devour Harm: Touch someone (or some creature) who’s hurt and mark one corruption to completely heal them. Mark half the harm they had suffered.": "Devour Harm: Touch someone (or some creature) who’s hurt and mark one corruption to completely heal them. Mark half the harm they had suffered.",
"Reach: When you use magic, you may choose one of these alternate effects:Use the devour evil move at range.Use the unleash corruption move at range.Learn whether this magic may be devoured, and what the power and downside will be.": "Reach: When you use magic, you may choose one of these alternate effects:- Use the devour evil move at range.
- Use the unleash corruption move at range.
- Learn whether this magic may be devoured, and what the power and downside will be.
",
"Curse Whispers: When you investigate a mystery, you may also ask:What sort of curse is this?Where did this curse come from? Is there a curse here that I can consume?If you discover a curse (by any method) matching one you have previously consumed, take +1 forward.": "Curse Whispers: When you investigate a mystery, you may also ask:- What sort of curse is this?
- Where did this curse come from?
- Is there a curse here that I can consume?
If you discover a curse (by any method) matching one you have previously consumed, take +1 forward.",
@@ -3078,6 +5901,8 @@
"Fortune’s Fool: Mark three corruption to gain the effects of spending one Luck. Don’t mark a consumed magic.": "Fortune’s Fool: Mark three corruption to gain the effects of spending one Luck. Don’t mark a consumed magic.",
"Let It Go: When you have three or more consumed magics marked, you may spend all consumed magics in place of all requirements for use magic. For big magic, the Keeper will tell you how many consumed magics you can lose in place of each requirement. Keep the corruption.": "Let It Go: When you have three or more consumed magics marked, you may spend all consumed magics in place of all requirements for use magic. For big magic, the Keeper will tell you how many consumed magics you can lose in place of each requirement. Keep the corruption.",
"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.",
+ "divine-alt-smite": "Smite: Your body and divine weapon always count as any nonunique weakness against monsters you fight. Your unarmed attacks are 2-harm intimate/hand messy. Non-unique weaknesses are things like fire, rock salt, and sunlight. Unique weaknesses, like “the Spear of Humwawa” or “being at a particular spot at dawn on the summer solstice” work as usual.",
+ "HJ Alternative": "HJ Alternative",
"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:",
@@ -3091,6 +5916,14 @@
"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.",
+ "You get all the basic moves and two Envoy moves. Pick two of these:": "You get all the basic moves and two Envoy moves. Pick two of these:",
+ "Strangely Normal: When you behave with casual confidence despite doing something weird, roll +Charm.On a 10+, your odd behaviour is accepted and gives you an icebreaker to start a longer conversation if you want.On a 7–9, someone becomes suspicious, starting a pointed conversation with you.On a miss, someone takes offence.": "Strangely Normal: When you behave with casual confidence despite doing something weird, roll +Charm.- On a 10+, your odd behaviour is accepted and gives you an icebreaker to start a longer conversation if you want.
- On a 7–9, someone becomes suspicious, starting a pointed conversation with you.
- On a miss, someone takes offence.
",
+ "Too Much Has Been Lost: When you research old tales to investigate a mystery, ask one of these in addition to your normal questions:What in this record is exaggerated?What in this record is understated?What in this record is manufactured?What is this record missing?": "Too Much Has Been Lost: When you research old tales to investigate a mystery, ask one of these in addition to your normal questions:- What in this record is exaggerated?
- What in this record is understated?
- What in this record is manufactured?
- What is this record missing?
",
+ "The Council Has Made a Decision: When you defy a direct command from the Overseers, hold 2. Spend this hold to turn a rolled move into a 10+, but the fallout gets worse each time you do.": "The Council Has Made a Decision: When you defy a direct command from the Overseers, hold 2. Spend this hold to turn a rolled move into a 10+, but the fallout gets worse each time you do.",
+ "Prime Directive: When the Overseers’ Values conflict with what you need to do, make a choice: uphold the Value or do what you need. You get +1 ongoing on moves that heighten the conflict. If the conclusion leaves the Overseers, hunters, and bystanders all content, mark experience.": "Prime Directive: When the Overseers’ Values conflict with what you need to do, make a choice: uphold the Value or do what you need. You get +1 ongoing on moves that heighten the conflict. If the conclusion leaves the Overseers, hunters, and bystanders all content, mark experience.",
+ "Servant of the Secret Fire: When you help out another hunter using supernatural or weird means, you also gain +1 forward. Once per session, you may use a basic Weird move you don’t normally have access to. If you are not playing with alternate Weird moves, you may instead use magic as if you rolled a 10+.": "Servant of the Secret Fire: When you help out another hunter using supernatural or weird means, you also gain +1 forward. Once per session, you may use a basic Weird move you don’t normally have access to. If you are not playing with alternate Weird moves, you may instead use magic as if you rolled a 10+.",
+ "From a Certain Point of View: Your style of cooperation can appear dishonest. When you use deceit to manipulate bystanders or allies, roll +Cool.On a 10+, everything goes smoothly.On a 7–9, there is some collateral damage you didn’t expect. Do you consider the success worth the cost?On a miss, that went badly.": "From a Certain Point of View: Your style of cooperation can appear dishonest. When you use deceit to manipulate bystanders or allies, roll +Cool.- On a 10+, everything goes smoothly.
- On a 7–9, there is some collateral damage you didn’t expect. Do you consider the success worth the cost?
- On a miss, that went badly.
",
+ "No One Listens to Zathras: Once per mystery for each hunter, when you give cryptic advice to another hunter, they may ask the Keeper “What have I missed?” If they choose not to do so, they mark experience.": "No One Listens to Zathras: Once per mystery for each hunter, when you give cryptic advice to another hunter, they may ask the Keeper “What have I missed?” If they choose not to do so, they mark experience.",
"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).",
@@ -3101,19 +5934,63 @@
"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",
+ "You get all the basic moves, plus two Forged moves. You get this one:": "You get all the basic moves, plus two Forged moves. You get this one:",
+ "Partner: Choose another hunter or create an ally to be your wielder/partner, then pick two bonds and one burden. The partner can be changed via a big magic ritual (maybe including a duel or gift-giving), or if they die.": "Partner: Choose another hunter or create an ally to be your wielder/partner, then pick two bonds and one burden. The partner can be changed via a big magic ritual (maybe including a duel or gift-giving), or if they die.",
+ "Bonds (pick two):": "Bonds (pick two):",
+ "Telepathic link": "Telepathic link",
+ "Locational awareness": "Locational awareness",
+ "Imitate your partner": "Imitate your partner",
+ "Speaking in each other’s name": "Speaking in each other’s name",
+ "Burdens (pick one):": "Burdens (pick one):",
+ "Emotional bleed-over": "Emotional bleed-over",
+ "Dire curse": "Dire curse",
+ "Dread enemy": "Dread enemy",
+ "Separation pains": "Separation pains",
+ "Covetous seeker": "Covetous seeker",
+ "Then pick one of these:": "Then pick one of these:",
+ "Tactical Advice: When working closely with your partner, you may transfer any +1 ongoing benefits from read a bad situation to them. You and your partner also have +1 ongoing to help each other out.": "Tactical Advice: When working closely with your partner, you may transfer any +1 ongoing benefits from read a bad situation to them. You and your partner also have +1 ongoing to help each other out.",
+ "My Outlet: You have a hobby that deepens your sense of self. Well, you hope that’s what it does anyhow. Once per mystery, when you spend time on your hobby, roll +Cool. On a 10+, hold 2. On a 7–9, hold 1. On a miss, something happens to shake your confidence.Spend 1 hold for +1 forward.Spend 2 hold to upgrade your level of success. A miss becomes a 7–9, a 7–9 becomes a 10+, and, if the move is advanced, a 10+ becomes a 12+.": "My Outlet: You have a hobby that deepens your sense of self. Well, you hope that’s what it does anyhow. Once per mystery, when you spend time on your hobby, roll +Cool. On a 10+, hold 2. On a 7–9, hold 1. On a miss, something happens to shake your confidence.- Spend 1 hold for +1 forward.
- Spend 2 hold to upgrade your level of success. A miss becomes a 7–9, a 7–9 becomes a 10+, and, if the move is advanced, a 10+ becomes a 12+.
",
+ "To My Side: You’re always ready to magically come to your partner. Roll +Weird and pick one:Summon your partner to your position, or vice versa.Switch positions with your partner.On a 10+, it happens. On a 7–9, either one or both of you ends up in slightly the wrong spot, Keeper’s decision. On a miss, you’re both scattered and lose contact.": "To My Side: You’re always ready to magically come to your partner. Roll +Weird and pick one:- Summon your partner to your position, or vice versa.
- Switch positions with your partner.
On a 10+, it happens. On a 7–9, either one or both of you ends up in slightly the wrong spot, Keeper’s decision. On a miss, you’re both scattered and lose contact.",
+ "Ritual Use: When doing big magic, pick one:Gain +1 ongoing while taking part in the ritual.Your involvement replaces one requirement.": "Ritual Use: When doing big magic, pick one:- Gain +1 ongoing while taking part in the ritual.
- Your involvement replaces one requirement.
",
+ "Don’t Worry About Me: When you neglect your needs to aid someone, mark experience and if it’s for your partner, take +1 forward. When you assure a non-partner hunter you’re fine after suffering harm, they get +1 forward.": "Don’t Worry About Me: When you neglect your needs to aid someone, mark experience and if it’s for your partner, take +1 forward. When you assure a non-partner hunter you’re fine after suffering harm, they get +1 forward.",
+ "Pointing the Way: When you remind someone of their obligations, you take +1 forward to manipulate someone. When you read a bad situation, add “What should we do to keep our promises?” to your list of questions.": "Pointing the Way: When you remind someone of their obligations, you take +1 forward to manipulate someone. When you read a bad situation, add “What should we do to keep our promises?” to your list of questions.",
"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",
+ "You get all the basic moves, plus three Host moves. You get this one:": "You get all the basic moves, plus three Host moves. You get this one:",
+ "Defensive Adaptation: Your symbiote protects you. Pick one:": "Defensive Adaptation: Your symbiote protects you. Pick one:",
+ "Silk threads: 0-harm close entangle sticky.": "Silk threads: 0-harm close entangle sticky.",
+ "Acid spray: 1-harm close blinding acid.": "Acid spray: 1-harm close blinding acid.",
+ "Soothe thoughts: 0-harm intimate/hand sedative calming.": "Soothe thoughts: 0-harm intimate/hand sedative calming.",
+ "Scales: 1-armour.": "Scales: 1-armour.",
+ "Camouflage: +1 ongoing to stay out of sight.": "Camouflage: +1 ongoing to stay out of sight.",
+ "Whispered advice: Get +1 hold to read a bad situation, even on a miss.": "Whispered advice: Get +1 hold to read a bad situation, even on a miss.",
+ "Mutual Survival: Your symbiote helps you heal. Take 1 less harm from attacks and hazards when unstable. Whenever you heal, heal one extra harm.": "Mutual Survival: Your symbiote helps you heal. Take 1 less harm from attacks and hazards when unstable. Whenever you heal, heal one extra harm.",
+ "Balanced Neurochemistry: Take +1 ongoing resisting emotional manipulation or mental assault. Your blood or other bodily substances sometimes count as a special requirement for big magic or weird science (unlike a normal human).": "Balanced Neurochemistry: Take +1 ongoing resisting emotional manipulation or mental assault. Your blood or other bodily substances sometimes count as a special requirement for big magic or weird science (unlike a normal human).",
+ "Open Your Mind: When you investigate a mystery, you may ask the following questions as well as the usual options:“What about the creature isn’t immediately obvious?”“What forms can they take?”“What do they need?”": "Open Your Mind: When you investigate a mystery, you may ask the following questions as well as the usual options:- “What about the creature isn’t immediately obvious?”
- “What forms can they take?”
- “What do they need?”
",
+ "Predator and Prey: Your symbiote is a skilled hunter. When you take a stealthy approach, roll +Cool. Spend a hold to keep yourself or someone else hidden when they would otherwise be found. On a 10+, hold 3. On a 7–9, hold 2. On a miss, you find yourself in an awkward or dangerous position.": "Predator and Prey: Your symbiote is a skilled hunter. When you take a stealthy approach, roll +Cool. Spend a hold to keep yourself or someone else hidden when they would otherwise be found. On a 10+, hold 3. On a 7–9, hold 2. On a miss, you find yourself in an awkward or dangerous position.",
+ "Collaborative Effort: You have a better understanding of how to work with others. When you help out, grant +1 forward to another hunter. This may be the same hunter you’re helping, if so they get +1 forward on their next two rolls.": "Collaborative Effort: You have a better understanding of how to work with others. When you help out, grant +1 forward to another hunter. This may be the same hunter you’re helping, if so they get +1 forward on their next two rolls.",
+ "Separation Anxiety: Your symbiote can leave your body for short time periods to carry out tasks. During this time, the symbiote counts as an ally, and moves related to the union may be unavailable or suffer –1 ongoing. Roll +Cool. On a 10+, mark unstable in 30 minutes. On a 7–9, mark unstable in 10 minutes. On a miss, mark unstable right now. Remove unstable if you rejoin.": "Separation Anxiety: Your symbiote can leave your body for short time periods to carry out tasks. During this time, the symbiote counts as an ally, and moves related to the union may be unavailable or suffer –1 ongoing. Roll +Cool. On a 10+, mark unstable in 30 minutes. On a 7–9, mark unstable in 10 minutes. On a miss, mark unstable right now. Remove unstable if you rejoin.",
"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.",
+ "You get all the basic moves, plus three Interface moves. Pick three of these:": "You get all the basic moves, plus three Interface moves. Pick three of these:",
+ "Technomancer: When you repurpose a machine on the fly to do something it wasn’t designed for, roll +Cool. On a 10+, it does what you want, pick three effects. On a 7–9, it does it and shuts down, pick one effect:The machine is repairable afterwards.There is no collateral damage.It works longer than expected.You can shut it down safely.It’s stronger than you expected.You have full control.": "Technomancer: When you repurpose a machine on the fly to do something it wasn’t designed for, roll +Cool. On a 10+, it does what you want, pick three effects. On a 7–9, it does it and shuts down, pick one effect:- The machine is repairable afterwards.
- There is no collateral damage.
- It works longer than expected.
- You can shut it down safely.
- It’s stronger than you expected.
- You have full control.
",
+ "Expert Troll: You can read a bad situation on any dangerous, thinking entity. When you do, you may ask these as well as the usual questions:What will infuriate them?What do they want most?On a miss, they act while you’re making plans.": "Expert Troll: You can read a bad situation on any dangerous, thinking entity. When you do, you may ask these as well as the usual questions:- What will infuriate them?
- What do they want most?
On a miss, they act while you’re making plans.",
+ "Keep Going and Going: You don’t need sleep, and are immune to sedating effects from any source.": "Keep Going and Going: You don’t need sleep, and are immune to sedating effects from any source.",
+ "Take the Shot: You may forgo +1 ongoing from read a bad situation to gain +2 forward on a single relevant roll.": "Take the Shot: You may forgo +1 ongoing from read a bad situation to gain +2 forward on a single relevant roll.",
+ "Hack the Planet: You immediately know whether a system you’re connected to has hidden directories or connections. When you successfully manipulate technology, give another hunter +1 forward.": "Hack the Planet: You immediately know whether a system you’re connected to has hidden directories or connections. When you successfully manipulate technology, give another hunter +1 forward.",
+ "Virus Whisperer: When you quarantine or create a virus, roll +Cool. On a 10+, pick two. On a 7–9, pick one:You safely contain the virus.It erases or changes specific information.It locks down the system.Ask one question from the investigate a mystery list.": "Virus Whisperer: When you quarantine or create a virus, roll +Cool. On a 10+, pick two. On a 7–9, pick one:- You safely contain the virus.
- It erases or changes specific information.
- It locks down the system.
- Ask one question from the investigate a mystery list.
",
+ "Meddlingkid-Alt-Unmasked": "Seriously Unmasked!: When you have a monster captured or phenomenon contained, you may explain how it was stirred up by a specific hidden enemy. You must explain how that villain manipulated all the events you have seen and what they hoped to gain from it before uncovering how they watched and controlled things. When you expose the mastermind, roll +Sharp. On a 10+, your deduction is correct and it really is that person behind it all! On a 7–9, the Keeper must choose one:- The monster or phenomenon is the true source of evil, but the enemy was secretly their minion all along.
- You are correct, but while you talked, the enemy found a way to attempt an escape.
- The explanation for all the events is correct, but you picked the wrong person. When you find the enemy, it turns out to be someone unexpected.
On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.",
"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.",
+ "Shadowsight: You can see in darkness as if it were daylight.": "Shadowsight: You can see in darkness as if it were daylight.",
+ "Wild Language: You may speak to the spirits within all living things, even if they can’t normally talk. They don’t necessarily have anything interesting to say.": "Wild Language: You may speak to the spirits within all living things, even if they can’t normally talk. They don’t necessarily have anything interesting to say.",
+ "Toxic: You’re poisonous. If anything bites you, it becomes poisoned (taking 2-harm and becoming unstable). Add “poison” to one natural attack.": "Toxic: You’re poisonous. If anything bites you, it becomes poisoned (taking 2-harm and becoming unstable). Add “poison” to one natural attack.",
+ "Camouflage: You can blend into the background and don’t need cover to hide.": "Camouflage: You can blend into the background and don’t need cover to hide.",
+ "Supernatural Sense: You have a sense vastly beyond normal human capabilities. Pick one: sight, hearing, smell, touch, taste, or a sense humans don’t have.": "Supernatural Sense: You have a sense vastly beyond normal human capabilities. Pick one: sight, hearing, smell, touch, taste, or a sense humans don’t have.",
+ "Extra Arms: You have extra arms that you can use to manipulate objects.": "Extra Arms: You have extra arms that you can use to manipulate objects.",
"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.",
@@ -3149,23 +6026,280 @@
"Look for Danger: When you scan the area for hidden threats, dangers, or potential advantages, roll +Sharp. On a 10+, you learn two things. On a 7–9, you learn one thing. On a 6 or less, you learn one thing but it’s all worse than you thought. In all cases, the Keeper will tell you something you could have noticed or figured out.": "Look for Danger: When you scan the area for hidden threats, dangers, or potential advantages, roll +Sharp. On a 10+, you learn two things. On a 7–9, you learn one thing. On a 6 or less, you learn one thing but it’s all worse than you thought. In all cases, the Keeper will tell you something you could have noticed or figured out.",
"Plead: When you plead for someone to act against their interests, roll +Charm. For another survivor, on a 10+, they may do it or not but if they do, they gain an experience mark and you get +1 forward. On a 7–9, it’s the same but they suffer extra consequences. For other people, on a 10+, they do it—you owe them—and you get +1 forward. On a 7–9, it’s the same but they’re put into danger. For all, on a 6 or less, you waste time.": "Plead: When you plead for someone to act against their interests, roll +Charm. For another survivor, on a 10+, they may do it or not but if they do, they gain an experience mark and you get +1 forward. On a 7–9, it’s the same but they suffer extra consequences. For other people, on a 10+, they do it—you owe them—and you get +1 forward. On a 7–9, it’s the same but they’re put into danger. For all, on a 6 or less, you waste time.",
"Stay Calm: When you need to stay calm to do something hard, roll +Cool. On a 10+, you do it just fine. On a 7–9, you may withdraw and try something else or do it at a cost. On a 6 or less, you’re freaking out—do it very badly, or give up your plan in despair.": "Stay Calm: When you need to stay calm to do something hard, roll +Cool. On a 10+, you do it just fine. On a 7–9, you may withdraw and try something else or do it at a cost. On a 6 or less, you’re freaking out—do it very badly, or give up your plan in despair.",
+ "You get all the basic moves, plus three Visitor moves. Choose three of these:": "You get all the basic moves, plus three Visitor moves. Choose three of these:",
+ "Something Strange: You have an odd adaptation natural to you. Pick one:": "Something Strange: You have an odd adaptation natural to you. Pick one:",
+ "You breathe water as well as air and swim incredibly well.": "You breathe water as well as air and swim incredibly well.",
+ "You have 1-armour and great strength.": "You have 1-armour and great strength.",
+ "You can smell the difference between types of magic.": "You can smell the difference between types of magic.",
+ "You can glide and take no fall damage. You also don’t trigger most weight sensors.": "You can glide and take no fall damage. You also don’t trigger most weight sensors.",
+ "Something else (with the group’s agreement):": "Something else (with the group’s agreement):",
+ "Always Learning: When you make the effort to learn from someone of another culture, mark experience and take +1 ongoing to tasks related to the lesson until the current mystery ends.": "Always Learning: When you make the effort to learn from someone of another culture, mark experience and take +1 ongoing to tasks related to the lesson until the current mystery ends.",
+ "Being Neighbourly: At the beginning of each session, you may roll +Cool. On a 10+, you’re doing fine—locals provide you some useful resources or information. On a 7–9, local friends can help, but they need something first. On a miss, there’s bad feelings: either from yourself, such as feeling guilty when you mistakenly think you’ve upset someone, or from other people, such as when you accidentally remind someone of painful personal history.": "Being Neighbourly: At the beginning of each session, you may roll +Cool. - On a 10+, you’re doing fine—locals provide you some useful resources or information.
- On a 7–9, local friends can help, but they need something first.
- On a miss, there’s bad feelings: either from yourself, such as feeling guilty when you mistakenly think you’ve upset someone, or from other people, such as when you accidentally remind someone of painful personal history.
",
+ "Different World, Different Rules: You’ve learned some of the rules and tricks that work here. When you’re in conflict with an entity less familiar with this world than you are, take +1 ongoing.": "Different World, Different Rules: You’ve learned some of the rules and tricks that work here. When you’re in conflict with an entity less familiar with this world than you are, take +1 ongoing.",
+ "Taste of Home: When you and another hunter share something one of you loves that is new to the other, they explain how it is important to either them or their culture. The other hunter picks one:Relate a similar memory or element of your culture or background. Each hunter gains +1 ongoing to aid each other until the mystery ends.Relate a contrasting memory or element of your culture or background. Each hunter marks experience.Relate how this is entirely alien to you. Each hunter gains +1 forward to investigate a mystery or read a bad situation because it has put them in a questioning frame of mind.": "Taste of Home: When you and another hunter share something one of you loves that is new to the other, they explain how it is important to either them or their culture. The other hunter picks one:- Relate a similar memory or element of your culture or background. Each hunter gains +1 ongoing to aid each other until the mystery ends.
- Relate a contrasting memory or element of your culture or background. Each hunter marks experience.
- Relate how this is entirely alien to you. Each hunter gains +1 forward to investigate a mystery or read a bad situation because it has put them in a questioning frame of mind.
",
+ "Alien Anatomy: When you suffer harm from someone not from your homeworld, take 1 less harm.": "Alien Anatomy: When you suffer harm from someone not from your homeworld, take 1 less harm.",
+ "Otherworldly Techniques: At the start of each session, you gain 2 hold. You can spend hold to gain +1 forward on a move when you use gear from your home culture.": "Otherworldly Techniques: At the start of each session, you gain 2 hold. You can spend hold to gain +1 forward on a move when you use gear from your home culture.",
"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.",
+ "If you are using a different Alternative Weird Move than use magic, you can still create rotes based on what your chosen Weird Move does. See the Hunter’s Journal pages 165-167 for further guidance.": "If you are using a different Alternative Weird Move than use magic, you can still create rotes based on what your chosen Weird Move does. See the Hunter’s Journal pages 165-167 for further guidance.",
"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...- 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.
",
"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.",
- "Levelling Up": "Levelling Up",
- "When you’ve filled all five experience boxes, you level up. Erase all experience marks, pick an improvement, and mark a level gained here.": "When you’ve filled all five experience boxes, you level up. Erase all experience marks, pick an improvement, and mark a level gained here.",
- "Improvements": "Improvements",
- "You may select each as many times as appropriate.Get +1 to a rating. The maximum you can have are a +2, two +1, a 0, and a -1.Gain an improved survivor move.Find a useful tool or weapon.Gain a Luck box, to be spent in the future. Maximum is 7 Luck boxes.Heal 1 harm and clear “unstable.”": "You may select each as many times as appropriate.- Get +1 to a rating. The maximum you can have are a +2, two +1, a 0, and a -1.
- Gain an improved survivor move.
- Find a useful tool or weapon.
- Gain a Luck box, to be spent in the future. Maximum is 7 Luck boxes.
- Heal 1 harm and clear “unstable.”
",
+ "Instructions": "Instructions",
+ "Be the Better Person: When you ignore personal enmity and focus on solving the problem at hand instead, take –1 forward and mark experience.": "Be the Better Person: When you ignore personal enmity and focus on solving the problem at hand instead, take –1 forward and mark experience.",
+ "Preeminent Genius: When your competence is challenged and you meet that challenge, take –1 ongoing to everything not directly related to showing you’re superior. When you definitely show you’re superior to a challenger, mark experience.": "Preeminent Genius: When your competence is challenged and you meet that challenge, take –1 ongoing to everything not directly related to showing you’re superior. When you definitely show you’re superior to a challenger, mark experience.",
+ "Duty of Care: Whenever one of your moves causes harm (whether side effect, cost, or due to a miss result) to a hunter, ally, or bystander, it causes one less harm.": "Duty of Care: Whenever one of your moves causes harm (whether side effect, cost, or due to a miss result) to a hunter, ally, or bystander, it causes one less harm.",
+ "Needs Must: Whenever your moves cause collateral damage (whether due to a miss result, as a cost, or a side effect), you cause extra property damage and +1 harm to any hunters, allies, or bystanders. Then take –1 forward and mark experience.": "Needs Must: Whenever your moves cause collateral damage (whether due to a miss result, as a cost, or a side effect), you cause extra property damage and +1 harm to any hunters, allies, or bystanders. Then take –1 forward and mark experience.",
+ "Protect My Privacy: Get +1 ongoing when protecting your privacy as a media personality. If part of your private life gets exposed in a public setting, take –1 forward.": "Protect My Privacy: Get +1 ongoing when protecting your privacy as a media personality. If part of your private life gets exposed in a public setting, take –1 forward.",
+ "In the Spotlight: When an embarrassing or problematic part of your private life gets exposed in public, mark experience.": "In the Spotlight: When an embarrassing or problematic part of your private life gets exposed in public, mark experience.",
+ "One Job, Two Shifts: When your show business skills help you hunt monsters, take +1 forward. When your show business lifestyle hinders your hunt, take –1 forward.": "One Job, Two Shifts: When your show business skills help you hunt monsters, take +1 forward. When your show business lifestyle hinders your hunt, take –1 forward.",
+ "My New Nightworld: When you refuse show business opportunities to hunt monsters, take –1 forward and mark experience.": "My New Nightworld: When you refuse show business opportunities to hunt monsters, take –1 forward and mark experience.",
+ "Companion of Monsters: You know all too well how monsters think and act, and they know you. When you successfully investigate a mystery about a monster, you can ask an extra question, but if you do, the monster learns something about you, just as if you failed the roll.": "Companion of Monsters: You know all too well how monsters think and act, and they know you. When you successfully investigate a mystery about a monster, you can ask an extra question, but if you do, the monster learns something about you, just as if you failed the roll.",
+ "Alone in Humanity: When you try to keep humans safe from monsters, take –1 forward and mark experience.": "Alone in Humanity: When you try to keep humans safe from monsters, take –1 forward and mark experience.",
+ "Mentor: When people act on your advice about the supernatural, mark experience. When they ignore your advice, take –1 forward.": "Mentor: When people act on your advice about the supernatural, mark experience. When they ignore your advice, take –1 forward.",
+ "Can’t Save Everyone: When you ignore someone in need to help someone, or something, else, take –1 forward and mark experience.": "Can’t Save Everyone: When you ignore someone in need to help someone, or something, else, take –1 forward and mark experience.",
+ "If you use the Severer of Destinies, decide with the Keeper if you remain the Chosen or not. If so, you either lose all your heroic and doom tags or gain new tags. If not, change to a new playbook as if you took the advanced improvement.After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.": "If you use the Severer of Destinies, decide with the Keeper if you remain the Chosen or not. If so, you either lose all your heroic and doom tags or gain new tags. If not, change to a new playbook as if you took the advanced improvement.
After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.",
+ "On My Own: Mark 1 Luck. Each session, hold 1 and spend this hold to get +1 forward.": "On My Own: Mark 1 Luck. Each session, hold 1 and spend this hold to get +1 forward.",
+ "Steered by Destiny: You gain two extra Luck boxes, but from now on you can only spend Luck if it relates to a destiny tag.": "Steered by Destiny: You gain two extra Luck boxes, but from now on you can only spend Luck if it relates to a destiny tag.",
+ "My Duty Alone: The first time in a mystery when you notice a heroic or doom tag applies when you’re alone, take +1 forward. The first time you notice this when you’re with allies or other hunters, take –1 forward.": "My Duty Alone: The first time in a mystery when you notice a heroic or doom tag applies when you’re alone, take +1 forward. The first time you notice this when you’re with allies or other hunters, take –1 forward.",
+ "Facing Fate Together: The first time in a mystery when you notice a heroic or doom tag applies when you’re alone, take –1 forward. The first time it appears when you’re with allies or other hunters, take +1 forward.": "Facing Fate Together: The first time in a mystery when you notice a heroic or doom tag applies when you’re alone, take –1 forward. The first time it appears when you’re with allies or other hunters, take +1 forward.",
+ "Reconnecting: When you choose to forget past arguments with someone, take +1 forward to manipulate them. If they betray you again, their first move catches you totally off guard.": "Reconnecting: When you choose to forget past arguments with someone, take +1 forward to manipulate them. If they betray you again, their first move catches you totally off guard.",
+ "Once Bitten: When you refuse to let someone’s offences against you slide, take +1 forward to resist their first action against you, but –1 forward to read a bad situation.": "Once Bitten: When you refuse to let someone’s offences against you slide, take +1 forward to resist their first action against you, but –1 forward to read a bad situation.",
+ "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you. If this arc goes especially badly, it could mean the Covenant’s alliance comes to an end. In some cases, this can mean it would be best for them to change playbooks. It can also mean the nature of the ally changes in some way.": "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you. If this arc goes especially badly, it could mean the Covenant’s alliance comes to an end. In some cases, this can mean it would be best for them to change playbooks. It can also mean the nature of the ally changes in some way.",
+ "Equal Partners: You’ve grown to respect the desires and developments of your allies. When you choose to support an ally’s or friendly bystander’s decision, mark experience and take –1 ongoing when interfering with that decision.": "Equal Partners: You’ve grown to respect the desires and developments of your allies. When you choose to support an ally’s or friendly bystander’s decision, mark experience and take –1 ongoing when interfering with that decision.",
+ "My Way: You’ve set your foot down and established who’s most important in this relationship. When you place your goals above someone else’s, while you are pursuing them, get +1 ongoing to act under pressure for selfish reasons and –1 ongoing to help out.": "My Way: You’ve set your foot down and established who’s most important in this relationship. When you place your goals above someone else’s, while you are pursuing them, get +1 ongoing to act under pressure for selfish reasons and –1 ongoing to help out.",
+ "Bury My Dead: When you make a difficult decision that helps you cut ties to your past, take –1 forward and mark experience.": "Bury My Dead: When you make a difficult decision that helps you cut ties to your past, take –1 forward and mark experience.",
+ "Always Haunted: When a difficult aspect of your past resurfaces, take –1 forward. When you deal with it so this problem won’t come back, mark experience.": "Always Haunted: When a difficult aspect of your past resurfaces, take –1 forward. When you deal with it so this problem won’t come back, mark experience.",
+ "By Any Means: When you do something wrong to help someone, take –1 forward and mark experience.": "By Any Means: When you do something wrong to help someone, take –1 forward and mark experience.",
+ "Careful about the Means: When you refrain from doing something wrong, even though it would help someone, take –1 forward and mark experience.": "Careful about the Means: When you refrain from doing something wrong, even though it would help someone, take –1 forward and mark experience.",
+ "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you. At the end of this story, you may decide you no longer eat curses, and change to a new hunter playbook.": "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you. At the end of this story, you may decide you no longer eat curses, and change to a new hunter playbook.",
+ "The Source: Change your devour evil move to say “If the die shows a 1 or 2, mark no corruption. On a 3, mark one corruption, on a 4, mark two, on a 5, mark three, and on a 6, mark four.”": "The Source: Change your devour evil move to say “If the die shows a 1 or 2, mark no corruption. On a 3, mark one corruption, on a 4, mark two, on a 5, mark three, and on a 6, mark four.”",
+ "Take It Slow: When you take extra time devouring evil, take +1 forward. When you devour evil quickly, take –1 forward.": "Take It Slow: When you take extra time devouring evil, take +1 forward. When you devour evil quickly, take –1 forward.",
+ "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you. When you resolve this story, you may change playbooks.": "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you. When you resolve this story, you may change playbooks.",
+ "Imbued: You’re filled with power. When you use magic for something that could be done normally, take +1 forward. When you do something normally, when you could have used magic, take –1 forward. All your magic effects gain the “forceful” tag.": "Imbued: You’re filled with power. When you use magic for something that could be done normally, take +1 forward. When you do something normally, when you could have used magic, take –1 forward. All your magic effects gain the “forceful” tag.",
+ "Barely Holding On: When you avoid doing something because it might hurt those around you, take –1 forward and mark experience. When you do it, take +1 forward and add the “messy” tag to the results.": "Barely Holding On: When you avoid doing something because it might hurt those around you, take –1 forward and mark experience. When you do it, take +1 forward and add the “messy” tag to the results.",
+ "Free, Not Fallen: When you ignore your divine mission, mark experience and the Keeper gives you either –1 forward or 2-harm ignore-armour.": "Free, Not Fallen: When you ignore your divine mission, mark experience and the Keeper gives you either –1 forward or 2-harm ignore-armour.",
+ "Champion at All Costs: When you follow your divine mission against the interest of other hunters or innocent bystanders, mark experience.": "Champion at All Costs: When you follow your divine mission against the interest of other hunters or innocent bystanders, mark experience.",
+ "If your cult’s worship turns you into something even more supernatural, consider changing playbooks, or even retiring. After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.": "If your cult’s worship turns you into something even more supernatural, consider changing playbooks, or even retiring. After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.",
+ "Shepherd of Mankind: Your true nature is enough for most bystanders to do as you ask when you manipulate them, if you show it. If you prove weak or limited to them later, take –1 forward.": "Shepherd of Mankind: Your true nature is enough for most bystanders to do as you ask when you manipulate them, if you show it. If you prove weak or limited to them later, take –1 forward.",
+ "A Humble Servant: When you neglect your own needs and desires to better fulfil your divine mission, take –1 forward and mark experience.": "A Humble Servant: When you neglect your own needs and desires to better fulfil your divine mission, take –1 forward and mark experience.",
+ "The End Justifies the Means: You’ve seen how effective extreme tactics can be, and hope to avoid the dangers. When you choose actions with a high chance of collateral damage, gain +1 ongoing with those tactics and –1 ongoing interacting with those endangered by your choices.": "The End Justifies the Means: You’ve seen how effective extreme tactics can be, and hope to avoid the dangers. When you choose actions with a high chance of collateral damage, gain +1 ongoing with those tactics and –1 ongoing interacting with those endangered by your choices.",
+ "The Means Shape the End: You’ve seen the end result of taking moral shortcuts. You have +1 ongoing to resist efforts to change your mind. When there are bystanders to protect, suffer –1 ongoing to actions that don’t prioritise keeping them safe.": "The Means Shape the End: You’ve seen the end result of taking moral shortcuts. You have +1 ongoing to resist efforts to change your mind. When there are bystanders to protect, suffer –1 ongoing to actions that don’t prioritise keeping them safe.",
+ "Useful Scars: The Acquisition has changed you in painful ways. When you use knowledge or powers you’ve acquired, take +1 forward, but suffer 1-harm ignore-armour.": "Useful Scars: The Acquisition has changed you in painful ways. When you use knowledge or powers you’ve acquired, take +1 forward, but suffer 1-harm ignore-armour.",
+ "Indelibly Changed: You passed through the temptations and dangers of the Acquisition, but your resolve is weakened. Gain +1 ongoing to resist unfamiliar powers and technology, and –1 ongoing to deal with emotional trauma.": "Indelibly Changed: You passed through the temptations and dangers of the Acquisition, but your resolve is weakened. Gain +1 ongoing to resist unfamiliar powers and technology, and –1 ongoing to deal with emotional trauma.",
+ "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.Alternatively, if you decide to (and have the means), you may elect to retire this hunter to safety when you resolve this story. Tell everyone what they do—perhaps return to the past, or settle down in a new home here. Then follow the usual instructions for retiring a hunter (MotW hardcover, page 133).": "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.
Alternatively, if you decide to (and have the means), you may elect to retire this hunter to safety when you resolve this story. Tell everyone what they do—perhaps return to the past, or settle down in a new home here. Then follow the usual instructions for retiring a hunter (MotW hardcover, page 133).",
+ "Futureproof: You’re comfortable here now. When you use a modern technique instead of an ancient one, take +1 forward. Whenever a modern technique fails you, take –1 forward.": "Futureproof: You’re comfortable here now. When you use a modern technique instead of an ancient one, take +1 forward. Whenever a modern technique fails you, take –1 forward.",
+ "Forever Exiled: This place will never fully make sense to you. When you choose an ancient technique instead of a modern one, take –1 forward. The first time each mystery you do this, mark experience.": "Forever Exiled: This place will never fully make sense to you. When you choose an ancient technique instead of a modern one, take –1 forward. The first time each mystery you do this, mark experience.",
+ "Legendary Winner: Success breeds success. When answering end-of-session questions, if the team successfully concluded the current mystery, you may allocate an extra experience mark to any one hunter (including yourself or your team playbook). However, you need to positively answer one more question than usual for your own experience marks (two or three answers gains one experience, four answers gains two).": "Legendary Winner: Success breeds success. When answering end-of-session questions, if the team successfully concluded the current mystery, you may allocate an extra experience mark to any one hunter (including yourself or your team playbook). However, you need to positively answer one more question than usual for your own experience marks (two or three answers gains one experience, four answers gains two).",
+ "Not You Again!: After a Nemesis is defeated, you may declare a new powerful adversary encountered during a mystery as your new Nemesis. In every later mystery, if they appear or their involvement is revealed, you take –1 forward. If you then foil their immediate plans, mark experience.": "Not You Again!: After a Nemesis is defeated, you may declare a new powerful adversary encountered during a mystery as your new Nemesis. In every later mystery, if they appear or their involvement is revealed, you take –1 forward. If you then foil their immediate plans, mark experience.",
+ "Keep the Artifact: Get +1 ongoing to all moves to keep the artifact in your possession. You get –1 ongoing when you lose it. If you lose the artifact, you may spend an improvement to lose this move as well.": "Keep the Artifact: Get +1 ongoing to all moves to keep the artifact in your possession. You get –1 ongoing when you lose it. If you lose the artifact, you may spend an improvement to lose this move as well.",
+ "Renounce the Artifact: When tempted with questionable arcane power and artifacts, mark experience if you don’t cave in, and take –1 forward if you do.": "Renounce the Artifact: When tempted with questionable arcane power and artifacts, mark experience if you don’t cave in, and take –1 forward if you do.",
+ "Redemption for All: Your faith in a chance for everybody counts as a reason to do what you suggest when you manipulate minions and villains. If you manipulate them and then discover something terrible they’ve done, take –1 forward.": "Redemption for All: Your faith in a chance for everybody counts as a reason to do what you suggest when you manipulate minions and villains. If you manipulate them and then discover something terrible they’ve done, take –1 forward.",
+ "Power Corrupts: When you do your best to stop other hunters from using evil or corrupting powers, mark experience. When they hide the fact they’re using such powers from you, they mark experience.": "Power Corrupts: When you do your best to stop other hunters from using evil or corrupting powers, mark experience. When they hide the fact they’re using such powers from you, they mark experience.",
+ "They’re Everywhere: When you ignore other concerns to investigate secret alliances and conspiracies, take +1 forward, but take –1 ongoing on any unrelated moves for the next 10 minutes.": "They’re Everywhere: When you ignore other concerns to investigate secret alliances and conspiracies, take +1 forward, but take –1 ongoing on any unrelated moves for the next 10 minutes.",
+ "Needles in Haystacks: When you rule out unlikely conclusions, take –1 forward and mark experience.": "Needles in Haystacks: When you rule out unlikely conclusions, take –1 forward and mark experience.",
+ "Reveal at All Costs: When you reveal a secret someone keeps in order to protect them or others, mark experience.": "Reveal at All Costs: When you reveal a secret someone keeps in order to protect them or others, mark experience.",
+ "Keeping Secrets: When you refuse to share a secret you’ve learned during your investigation, take –1 forward and mark experience.": "Keeping Secrets: When you refuse to share a secret you’ve learned during your investigation, take –1 forward and mark experience.",
+ "Threatened by People: When you are motivated to act based on unproven mistrust or suspicion of your wielder, mark experience and take –1 forward.": "Threatened by People: When you are motivated to act based on unproven mistrust or suspicion of your wielder, mark experience and take –1 forward.",
+ "Master of Your Fate: When you agree to serve somebody other than your wielder as a tool rather than a partner, take –1 forward. When you refuse to act as a tool, take +1 forward.": "Master of Your Fate: When you agree to serve somebody other than your wielder as a tool rather than a partner, take –1 forward. When you refuse to act as a tool, take +1 forward.",
+ "If you become human, change your playbook to one where you can be a mortal human. As you’re changing your nature radically, expect to leave many of your existing traits behind.After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.": "If you become human, change your playbook to one where you can be a mortal human. As you’re changing your nature radically, expect to leave many of your existing traits behind.
After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.",
+ "Joys of Humanity: When you neglect your hunter duties to enjoy the pleasures of human life, big or small, mark experience.": "Joys of Humanity: When you neglect your hunter duties to enjoy the pleasures of human life, big or small, mark experience.",
+ "Fine as I Am: When you do something a human couldn’t achieve, mark experience and take –1 ongoing to manipulate someone for the rest of the mystery—you’re uninterested in human affairs for the moment.": "Fine as I Am: When you do something a human couldn’t achieve, mark experience and take –1 ongoing to manipulate someone for the rest of the mystery—you’re uninterested in human affairs for the moment.",
+ "The Good Cop: When you refrain from doing something that would help you pursue your case, but would hurt or abuse somebody (without violating your Code), mark experience.": "The Good Cop: When you refrain from doing something that would help you pursue your case, but would hurt or abuse somebody (without violating your Code), mark experience.",
+ "Both Cops in One: When you do something that hurts or abuses somebody (without violating your Code), but also helps you pursue your case, get –1 forward and mark experience.": "Both Cops in One: When you do something that hurts or abuses somebody (without violating your Code), but also helps you pursue your case, get –1 forward and mark experience.",
+ "Haunted by the Past: When you are in serious trouble as a result of your past mistakes, take –1 forward, and mark experience.": "Haunted by the Past: When you are in serious trouble as a result of your past mistakes, take –1 forward, and mark experience.",
+ "Sorting Out the Past: When your past resurfaces and causes trouble in the current mystery, take –1 ongoing until you put the issue to rest. If you do, gain 1 hold that can be spent as if it were Luck during this mystery.": "Sorting Out the Past: When your past resurfaces and causes trouble in the current mystery, take –1 ongoing until you put the issue to rest. If you do, gain 1 hold that can be spent as if it were Luck during this mystery.",
+ "Purified Fire: Your Fire becomes selfless. You no longer generate Fire when you suffer harm or are insulted. Gain 1 Fire whenever a bystander is threatened or endangered. Gain 3 Fire when another hunter, an ally, or a bystander is harmed.": "Purified Fire: Your Fire becomes selfless. You no longer generate Fire when you suffer harm or are insulted. Gain 1 Fire whenever a bystander is threatened or endangered. Gain 3 Fire when another hunter, an ally, or a bystander is harmed.",
+ "Inferno: Your Fire blazes hotter. Whenever you inflict harm, you must—if you have any—spend 1 Fire to add “ignore-armour,” “magic,” “forceful,” or “messy” to the attack tags. You may spend multiple Fire for multiple tags, if you wish.": "Inferno: Your Fire blazes hotter. Whenever you inflict harm, you must—if you have any—spend 1 Fire to add “ignore-armour,” “magic,” “forceful,” or “messy” to the attack tags. You may spend multiple Fire for multiple tags, if you wish.",
+ "Gotta Trust Someone: When you rely on a bystander’s word, take +1 forward. If it turns out fine, mark experience. If they let you down, take –1 ongoing until the situation plays out.": "Gotta Trust Someone: When you rely on a bystander’s word, take +1 forward. If it turns out fine, mark experience. If they let you down, take –1 ongoing until the situation plays out.",
+ "You First: When you ask an ally for help, did you do something for them first? If yes, take +1 forward. If not, take –1 forward.": "You First: When you ask an ally for help, did you do something for them first? If yes, take +1 forward. If not, take –1 forward.",
+ "Forbidden Arts: When you give in to your Temptation without resisting, take +1 forward on your basic Weird move. After you use it, take –1 forward.": "Forbidden Arts: When you give in to your Temptation without resisting, take +1 forward on your basic Weird move. After you use it, take –1 forward.",
+ "Good Vibes Only: At the beginning of each mystery, hold 3. Spend 1 to give yourself +1 forward to any Weird move. The first time you give in to your Temptation, either voluntarily or not, the Keeper holds 3, and can spend 1 to give you –1 forward on a Weird move.": "Good Vibes Only: At the beginning of each mystery, hold 3. Spend 1 to give yourself +1 forward to any Weird move. The first time you give in to your Temptation, either voluntarily or not, the Keeper holds 3, and can spend 1 to give you –1 forward on a Weird move.",
+ "Generations of Hexes: When you neglect your own or your friends’ needs to maintain the legendary traditions, take +1 forward to Weird moves and –1 forward to other moves.": "Generations of Hexes: When you neglect your own or your friends’ needs to maintain the legendary traditions, take +1 forward to Weird moves and –1 forward to other moves.",
+ "New Beginnings: When you cut your ties to old Hex traditions, take –1 ongoing and mark experience. You lose this –1 ongoing when you next use a Weird move and get 7+.": "New Beginnings: When you cut your ties to old Hex traditions, take –1 ongoing and mark experience. You lose this –1 ongoing when you next use a Weird move and get 7+.",
+ "Coexist: When you subject yourself to trouble to make a situation easier for others, take –1 forward and mark experience. The fact that you did this will count as a reason for those others when you manipulate them.": "Coexist: When you subject yourself to trouble to make a situation easier for others, take –1 forward and mark experience. The fact that you did this will count as a reason for those others when you manipulate them.",
+ "To Each Their Own: When you refuse an offer of help requiring you to adapt to the helper’s habits or morals, take –1 forward and mark experience.": "To Each Their Own: When you refuse an offer of help requiring you to adapt to the helper’s habits or morals, take –1 forward and mark experience.",
+ "A New Era: When you take risks or spend time to make symbionts more accepted in the world, mark experience.": "A New Era: When you take risks or spend time to make symbionts more accepted in the world, mark experience.",
+ "A Unique Case: When keeping your symbiont secret causes trouble for someone, take –1 forward and mark experience.": "A Unique Case: When keeping your symbiont secret causes trouble for someone, take –1 forward and mark experience.",
+ "Evolving Revelations: For every Sect-related improvement you have taken (chapter command, team command, Sect leader), you can change one good or bad tradition of your Sect. People interested in maintaining the status quo will oppose you even after this story ends.": "Evolving Revelations: For every Sect-related improvement you have taken (chapter command, team command, Sect leader), you can change one good or bad tradition of your Sect. People interested in maintaining the status quo will oppose you even after this story ends.",
+ "Eternal Order: When you stand for the good traditions of your Sect, mark experience. When you stand for the bad ones, mark experience and take –1 forward. When you fail to stand for any of them, take –1 ongoing until you atone.": "Eternal Order: When you stand for the good traditions of your Sect, mark experience. When you stand for the bad ones, mark experience and take –1 forward. When you fail to stand for any of them, take –1 ongoing until you atone.",
+ "Seclusion: Get –1 Charm (min –2), but the Sect gains this site as a haven with three options. You and all other Sect members may use it.": "Seclusion: Get –1 Charm (min –2), but the Sect gains this site as a haven with three options. You and all other Sect members may use it.",
+ "Meshed into the World: Choose two additional traditions—one good, one bad—that resulted from your Sect’s greater involvement in the modern world.": "Meshed into the World: Choose two additional traditions—one good, one bad—that resulted from your Sect’s greater involvement in the modern world.",
+ "Splendid Isolation: Reduce your Charm by 1. The first time each mystery you work uninterrupted on tech, take +1 ongoing until someone interrupts you.": "Splendid Isolation: Reduce your Charm by 1. The first time each mystery you work uninterrupted on tech, take +1 ongoing until someone interrupts you.",
+ "Well-Connected: Get +1 forward the first time you can use a person’s help each mystery, and another +1 forward the first time you help yourself with tech. When you’re in a situation where neither people nor tech can help you, take –1 ongoing until the situation ends.": "Well-Connected: Get +1 forward the first time you can use a person’s help each mystery, and another +1 forward the first time you help yourself with tech. When you’re in a situation where neither people nor tech can help you, take –1 ongoing until the situation ends.",
+ "Tech Is a Friend: When you devote time and care to a piece of tech, take +1 forward the next time you use it. When you abuse a piece of tech or put it in danger, take –1 forward.": "Tech Is a Friend: When you devote time and care to a piece of tech, take +1 forward the next time you use it. When you abuse a piece of tech or put it in danger, take –1 forward.",
+ "Tech Is a Tool: On the first time each mystery when you use a new piece of tech, take +1 forward. The first time someone else uses tech against you in a mystery, take –1 forward.": "Tech Is a Tool: On the first time each mystery when you use a new piece of tech, take +1 forward. The first time someone else uses tech against you in a mystery, take –1 forward.",
+ "J’Accuse!: When you make an accusation based on partial or sketchy evidence, take +1 forward. If you turn out to be right, mark experience. If you turn out to be wrong, take –1 ongoing to investigate until you untangle the situation.": "J’Accuse!: When you make an accusation based on partial or sketchy evidence, take +1 forward. If you turn out to be right, mark experience. If you turn out to be wrong, take –1 ongoing to investigate until you untangle the situation.",
+ "Check the Facts: When you take extra time to double-check evidence, take +1 forward. Otherwise, when you go ahead without confirming, take –1 forward.": "Check the Facts: When you take extra time to double-check evidence, take +1 forward. Otherwise, when you go ahead without confirming, take –1 forward.",
+ "Local Hero, Everywhere: Whenever you talk to any community representative, take +1 forward. When your team’s actions cause trouble in a community, take –1 forward.": "Local Hero, Everywhere: Whenever you talk to any community representative, take +1 forward. When your team’s actions cause trouble in a community, take –1 forward.",
+ "Struggle Everlasting: Whenever you take on a huge, difficult task, take –1 forward and mark experience. If instead you decide to leave it, as immediate problems are more pressing, take +1 forward.": "Struggle Everlasting: Whenever you take on a huge, difficult task, take –1 forward and mark experience. If instead you decide to leave it, as immediate problems are more pressing, take +1 forward.",
+ "Humans at Heart: Gain experience if you try to redeem a monster instead of destroying it. If you fail to redeem them, take –1 ongoing until you repair a wrong they did.": "Humans at Heart: Gain experience if you try to redeem a monster instead of destroying it. If you fail to redeem them, take –1 ongoing until you repair a wrong they did.",
+ "We’re Always Suspects: When discovering a monster’s motives and plans, get +1 ongoing to investigate a mystery. The first time you find proof of a monster’s cruel acts in a mystery, take –1 forward.": "We’re Always Suspects: When discovering a monster’s motives and plans, get +1 ongoing to investigate a mystery. The first time you find proof of a monster’s cruel acts in a mystery, take –1 forward.",
+ "Proven Yourself: Your good intentions and uprightness work as a reason for others to do what you ask of them when you manipulate them. If you lose their trust later, take –1 forward.": "Proven Yourself: Your good intentions and uprightness work as a reason for others to do what you ask of them when you manipulate them. If you lose their trust later, take –1 forward.",
+ "Before They Get Me: You cause +1 harm the first time you cause harm to a given human. After causing this harm, take –1 forward.": "Before They Get Me: You cause +1 harm the first time you cause harm to a given human. After causing this harm, take –1 forward.",
+ "In This for Good: When you sever a tie to your mundane life to hunt monsters, mark experience and take –1 forward.": "In This for Good: When you sever a tie to your mundane life to hunt monsters, mark experience and take –1 forward.",
+ "Well-Grounded: When you abandon hunter duties to engage in normal life, gain experience and either take –1 forward or give –1 forward to another hunter you should have been cooperating with.": "Well-Grounded: When you abandon hunter duties to engage in normal life, gain experience and either take –1 forward or give –1 forward to another hunter you should have been cooperating with.",
+ "Act out Your Goodness: The first time in a mystery you follow a noble and selfless impulse, take +1 forward. The first time you ignore such impulses, take –1 forward.": "Act out Your Goodness: The first time in a mystery you follow a noble and selfless impulse, take +1 forward. The first time you ignore such impulses, take –1 forward.",
+ "Too Good for This World: When the hunters do something brutal, gruesome, or morally suspect, you can declare yourself overwhelmed and repulsed. Get –1 ongoing while this situation lasts. Hunters who stop this situation voluntarily mark experience, and if at least one does, you mark experience too.": "Too Good for This World: When the hunters do something brutal, gruesome, or morally suspect, you can declare yourself overwhelmed and repulsed. Get –1 ongoing while this situation lasts. Hunters who stop this situation voluntarily mark experience, and if at least one does, you mark experience too.",
+ "Not Bought Easily: When you refuse something you really want or need, take –1 forward and mark experience.": "Not Bought Easily: When you refuse something you really want or need, take –1 forward and mark experience.",
+ "Deeper into the Dark: When you destroy an important part of your connection with the mortal world, take –1 forward, but also hold 2. Spend those holds for +1 forward on any Weird move.": "Deeper into the Dark: When you destroy an important part of your connection with the mortal world, take –1 forward, but also hold 2. Spend those holds for +1 forward on any Weird move.",
+ "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.If this hunter story causes you to completely sever your connection with your Guide, ending your mystical link is big magic. After this ritual, change playbooks as per the advanced improvement. If it turns out your Guide’s power has already seeped into you, consider a supernatural playbook like the Monstrous, Spooky, or Hex.": "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.
If this hunter story causes you to completely sever your connection with your Guide, ending your mystical link is big magic. After this ritual, change playbooks as per the advanced improvement. If it turns out your Guide’s power has already seeped into you, consider a supernatural playbook like the Monstrous, Spooky, or Hex.",
+ "Back to Normal: Get –1 Charm and +1 Cool (max +3).": "Back to Normal: Get –1 Charm and +1 Cool (max +3).",
+ "Not Meant for Humans: When you scare others by manifesting unsettling signs of your connection to your Guide, or the supernatural in general, take –1 forward and mark experience.": "Not Meant for Humans: When you scare others by manifesting unsettling signs of your connection to your Guide, or the supernatural in general, take –1 forward and mark experience.",
+ "Stick Together: When you help out and roll a 10 or more, they get +1 forward as well. When you’re separated from other hunters for the first time in the mystery, take –1 ongoing until you reunite with them.": "Stick Together: When you help out and roll a 10 or more, they get +1 forward as well. When you’re separated from other hunters for the first time in the mystery, take –1 ongoing until you reunite with them.",
+ "No Attachments: When you refuse another hunter’s help, or refuse to help them, mark experience.": "No Attachments: When you refuse another hunter’s help, or refuse to help them, mark experience.",
+ "If you join the New Agency, replace the old Agency’s tags in your playbook with the New Agency’s tags. After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.": "If you join the New Agency, replace the old Agency’s tags in your playbook with the New Agency’s tags. After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.",
+ "Always Faithful: If you support your old allies and friends when it’s against your interest or puts you at risk, mark experience.": "Always Faithful: If you support your old allies and friends when it’s against your interest or puts you at risk, mark experience.",
+ "New opportunities: When you find new allies or cooperate with new people, take +1 forward. If they betray you or prove problematic later, take –1 forward.": "New opportunities: When you find new allies or cooperate with new people, take +1 forward. If they betray you or prove problematic later, take –1 forward.",
+ "People Will Always Ask: When you successfully investigate a mystery, you can ask “what are popular misconceptions about this?” as a bonus question, but take –1 forward if you do.": "People Will Always Ask: When you successfully investigate a mystery, you can ask “what are popular misconceptions about this?” as a bonus question, but take –1 forward if you do.",
+ "People Mustn’t Know: When you keep information about the supernatural from ordinary people whom it directly concerns, take –1 forward and mark experience.": "People Mustn’t Know: When you keep information about the supernatural from ordinary people whom it directly concerns, take –1 forward and mark experience.",
+ "Searching Together: Each first time you investigate a mystery while alone, take –1 forward. Each time you investigate a mystery with someone helping out, hold 1 more on any 7+ result.": "Searching Together: Each first time you investigate a mystery while alone, take –1 forward. Each time you investigate a mystery with someone helping out, hold 1 more on any 7+ result.",
+ "Better off Alone: You gain +1 ongoing to investigating a mystery when working alone, and the other hunters get –1 ongoing to help you out.": "Better off Alone: You gain +1 ongoing to investigating a mystery when working alone, and the other hunters get –1 ongoing to help you out.",
+ "Teacher but No Paragon: When you’re unsure how to act, you can ask your hero how they would act in this situation. If you do something different to what they suggest, take –1 forward and mark experience.": "Teacher but No Paragon: When you’re unsure how to act, you can ask your hero how they would act in this situation. If you do something different to what they suggest, take –1 forward and mark experience.",
+ "Faithful Follower: When you’re unsure how to act, you can ask your hero how their Weakness would play out in this situation and mark experience. Then, do what they suggested, or take –1 forward.": "Faithful Follower: When you’re unsure how to act, you can ask your hero how their Weakness would play out in this situation and mark experience. Then, do what they suggested, or take –1 forward.",
+ "Eternal Noob: In any dangerous situation, you can declare yourself totally overwhelmed. When you do, take –1 ongoing until the situation lasts, but mark experience. Your hero gets +1 ongoing to helping you out and protecting you while the situation lasts.": "Eternal Noob: In any dangerous situation, you can declare yourself totally overwhelmed. When you do, take –1 ongoing until the situation lasts, but mark experience. Your hero gets +1 ongoing to helping you out and protecting you while the situation lasts.",
+ "Wiser than I Seem: When you surprise someone with your skills and perspective, mark experience. When you have to play the role of a clueless youngling, take –1 forward.": "Wiser than I Seem: When you surprise someone with your skills and perspective, mark experience. When you have to play the role of a clueless youngling, take –1 forward.",
+ "Better Kept Secret: When you choose not to reveal information you’ve learned at great personal cost, take –1 forward and mark experience.": "Better Kept Secret: When you choose not to reveal information you’ve learned at great personal cost, take –1 forward and mark experience.",
+ "Can’t Be Silenced: When you reveal hidden information at great personal cost, mark experience. When you hide important information for your own benefit or safety, take –1 ongoing until you reveal it.": "Can’t Be Silenced: When you reveal hidden information at great personal cost, mark experience. When you hide important information for your own benefit or safety, take –1 ongoing until you reveal it.",
+ "At All Costs: When you put yourself or others in serious danger to learn information you can publish, mark experience.": "At All Costs: When you put yourself or others in serious danger to learn information you can publish, mark experience.",
+ "Limits of Curiosity: When you stop yourself from a dangerous pursuit of information, take –1 forward and mark experience.": "Limits of Curiosity: When you stop yourself from a dangerous pursuit of information, take –1 forward and mark experience.",
+ "Attuned to Destruction: When you become unstable for the first time in a mystery, take 1 more harm, get +1 forward, and mark experience.": "Attuned to Destruction: When you become unstable for the first time in a mystery, take 1 more harm, get +1 forward, and mark experience.",
+ "More than a Destroyer: Whenever you don’t use combat magic when it would be the simplest option, mark experience.": "More than a Destroyer: Whenever you don’t use combat magic when it would be the simplest option, mark experience.",
+ "Honour Traditions: When you put yourself in danger to honour and protect traditions and customs of the supernatural community, mark experience.": "Honour Traditions: When you put yourself in danger to honour and protect traditions and customs of the supernatural community, mark experience.",
+ "Abolish Traditions: When you put yourself in danger to oppose and abolish traditions and customs of the supernatural community, mark experience.": "Abolish Traditions: When you put yourself in danger to oppose and abolish traditions and customs of the supernatural community, mark experience.",
+ "Showman’s Fate: When you perform against your will to help someone or achieve a goal, take –1 forward and mark experience.": "Showman’s Fate: When you perform against your will to help someone or achieve a goal, take –1 forward and mark experience.",
+ "Only on My Terms: When you refuse to perform when it would help the team, mark experience.": "Only on My Terms: When you refuse to perform when it would help the team, mark experience.",
+ "Sharing Is Caring: When you teach someone your tricks and it makes them happier, take +1 forward. If they use them for bad purposes later, take –1 forward.": "Sharing Is Caring: When you teach someone your tricks and it makes them happier, take +1 forward. If they use them for bad purposes later, take –1 forward.",
+ "Secret Craft: The first time you use your tricks all alone during a mystery, take +1 forward. The first time you use them with someone else’s help, take –1 forward.": "Secret Craft: The first time you use your tricks all alone during a mystery, take +1 forward. The first time you use them with someone else’s help, take –1 forward.",
+ "Hurt No One: When you take risks to defend others from your Dark Side’s demands, take +1 forward. When those demands hurt others, take –1 forward. When you gain this move, you may change one Dark Side tag to something that is less likely to hurt other people.": "Hurt No One: When you take risks to defend others from your Dark Side’s demands, take +1 forward. When those demands hurt others, take –1 forward. When you gain this move, you may change one Dark Side tag to something that is less likely to hurt other people.",
+ "Price to Pay: When your Dark Side’s demands hurt others, take –1 forward and mark experience.": "Price to Pay: When your Dark Side’s demands hurt others, take –1 forward and mark experience.",
+ "If your relationship with the new force turns out more personal than with your Dark Side, consider changing your playbook to the Pararomantic. If this change happens as part of this story’s resolution, you can enact it without spending an improvement.After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.": "If your relationship with the new force turns out more personal than with your Dark Side, consider changing your playbook to the Pararomantic. If this change happens as part of this story’s resolution, you can enact it without spending an improvement.
After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.",
+ "On My Own Terms: At the beginning of a mystery, you may take 2-harm and choose one of your Dark Side tags. This tag doesn’t apply to the current mystery.": "On My Own Terms: At the beginning of a mystery, you may take 2-harm and choose one of your Dark Side tags. This tag doesn’t apply to the current mystery.",
+ "Always a Puppet: For each of your Dark Side tags, the first time you give in to it each mystery, take –1 forward and mark experience.": "Always a Puppet: For each of your Dark Side tags, the first time you give in to it each mystery, take –1 forward and mark experience.",
+ "Anchored: Spend 1 Luck to create a tangible or intangible symbol of your connection to the Anchor (your wedding, people’s memories of you sitting there, office badge, etc.). You can manipulate people connected to the Anchor without proving yourself to them.": "Anchored: Spend 1 Luck to create a tangible or intangible symbol of your connection to the Anchor (your wedding, people’s memories of you sitting there, office badge, etc.). You can manipulate people connected to the Anchor without proving yourself to them.",
+ "undefined: undefined": "undefined: undefined",
+ "Set in Stone: Declare what the remaining signs of the Apocalypse will be. They still appear at the usual pace. Also, declare if you’ll stop or bring the Apocalypse—you have to act accordingly when the time comes. You gain two new Luck boxes.": "Set in Stone: Declare what the remaining signs of the Apocalypse will be. They still appear at the usual pace. Also, declare if you’ll stop or bring the Apocalypse—you have to act accordingly when the time comes. You gain two new Luck boxes.",
+ "End of Revelations: When you spend Luck, you may take 4-harm to stop the next sign of the Apocalypse from appearing. When the Apocalypse comes, get +1 ongoing to dealing with it.": "End of Revelations: When you spend Luck, you may take 4-harm to stop the next sign of the Apocalypse from appearing. When the Apocalypse comes, get +1 ongoing to dealing with it.",
+ "Make Them Talk: You have found a path through the middle, balancing the needs of all sides. When you decide to prevent a conflict, take +1 ongoing to keep both sides talking. This demands a lot of your attention, so you take –1 ongoing to everything else.": "Make Them Talk: You have found a path through the middle, balancing the needs of all sides. When you decide to prevent a conflict, take +1 ongoing to keep both sides talking. This demands a lot of your attention, so you take –1 ongoing to everything else.",
+ "Choosing Sides: You’ve learned to take a stand. When you make a firm choice to side with one friendly or neutral party against another, take +1 ongoing to protect their cause and –1 ongoing to negotiate with the other party until the conflict is settled.": "Choosing Sides: You’ve learned to take a stand. When you make a firm choice to side with one friendly or neutral party against another, take +1 ongoing to protect their cause and –1 ongoing to negotiate with the other party until the conflict is settled.",
+ "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you. If you and the Keeper agree it is necessary, you may change playbooks once the story resolves.": "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you. If you and the Keeper agree it is necessary, you may change playbooks once the story resolves.",
+ "Ambassador: You bring together people from different cultures and lives. When you negotiate for the best compromise possible, gain +1 ongoing to manipulate those involved. You take –1 ongoing to read a bad situation when hostile people are present.": "Ambassador: You bring together people from different cultures and lives. When you negotiate for the best compromise possible, gain +1 ongoing to manipulate those involved. You take –1 ongoing to read a bad situation when hostile people are present.",
+ "Gatekeeper: You are prone to distrust the intentions of others. When you interrogate or investigate a newcomer without good cause, mark experience and take –1 forward, as you hyperfixate on your fears.": "Gatekeeper: You are prone to distrust the intentions of others. When you interrogate or investigate a newcomer without good cause, mark experience and take –1 forward, as you hyperfixate on your fears.",
+ "Bury the Past: The move I know my prey now gives +1 ongoing only when you protect others from the monster that caused your loss, not when you oppose them for personal vengeance. Your newfound sense of purpose gives you +1 forward the first time you interact with elements of your new life each mystery.": "Bury the Past: The move I know my prey now gives +1 ongoing only when you protect others from the monster that caused your loss, not when you oppose them for personal vengeance. Your newfound sense of purpose gives you +1 forward the first time you interact with elements of your new life each mystery.",
+ "A Solitary Burden: When you keep others from helping you in your hunt, mark experience. When another hunter lets you go alone against the breed of monster that caused your loss when they could have helped you, they mark experience.": "A Solitary Burden: When you keep others from helping you in your hunt, mark experience. When another hunter lets you go alone against the breed of monster that caused your loss when they could have helped you, they mark experience.",
+ "From My Mistakes: When you share your painful experiences with somebody as the reason for them to do what you ask when manipulating them, take –1 forward and gain experience.": "From My Mistakes: When you share your painful experiences with somebody as the reason for them to do what you ask when manipulating them, take –1 forward and gain experience.",
+ "Unable to Socialise: Get –1 to Charm (min –2), and +1 to either Tough or Cool (max +3).": "Unable to Socialise: Get –1 to Charm (min –2), and +1 to either Tough or Cool (max +3).",
+ "Base: Energy (2-harm close heat)": "Base: Energy (2-harm close heat)",
+ "Extra: Mark (you can track the victim later)": "Extra: Mark (you can track the victim later)",
+ "Extra: Poison (victim becomes unstable)": "Extra: Poison (victim becomes unstable)",
+ "Extra: Petrification (victim turns to stone)": "Extra: Petrification (victim turns to stone)",
+ "Extra: Infection (victim is infected with a disease or parasite)": "Extra: Infection (victim is infected with a disease or parasite)",
+ "Extra: Material (specify type, such as “iron teeth” or “wooden claws”)": "Extra: Material (specify type, such as “iron teeth” or “wooden claws”)",
"and Fighting": "and Fighting",
+ "Gear Tags Reference": "Gear Tags Reference",
+ "You have toolkits containing everything you need for your normal science, engineering, and analysis tasks.": "You have toolkits containing everything you need for your normal science, engineering, and analysis tasks.",
+ "The “batteries” tag works like “reload”: the weapon is liable to run out of power at the worst moment. “Autonomous” means you program it and it’ll go do its thing.": "The “batteries” tag works like “reload”: the weapon is liable to run out of power at the worst moment. “Autonomous” means you program it and it’ll go do its thing.",
+ "Science Weapons": "Science Weapons",
+ "Lightning gun (3-harm close loud area electricity batteries)": "Lightning gun (3-harm close loud area electricity batteries)",
+ "Portable particle accelerator (3-harm close/far messy batteries)": "Portable particle accelerator (3-harm close/far messy batteries)",
+ "Laser cannon (2-harm close/far quiet batteries)": "Laser cannon (2-harm close/far quiet batteries)",
+ "Scalpel (1-harm intimate/hand)": "Scalpel (1-harm intimate/hand)",
+ "Tranquiliser rifle (1-harm close/far sedating)": "Tranquiliser rifle (1-harm close/far sedating)",
+ "Personal protective equipment": "Personal protective equipment",
+ "Biohazard suit (air-supply sealed)": "Biohazard suit (air-supply sealed)",
+ "Lab coat (chemical-resistant)": "Lab coat (chemical-resistant)",
+ "Engineering coveralls": "Engineering coveralls",
+ "Space suit (air-supply sealed climate-control)": "Space suit (air-supply sealed climate-control)",
+ "Science armour (2-armour batteries heavy)": "Science armour (2-armour batteries heavy)",
+ "Ride": "Ride",
+ "Tour bus with custom paint job": "Tour bus with custom paint job",
+ "Fancy sports car": "Fancy sports car",
+ "Barely street legal “civilian” military vehicle": "Barely street legal “civilian” military vehicle",
+ "Limo with driver": "Limo with driver",
+ "Classic old car": "Classic old car",
+ "Overpowered sports motorcycle": "Overpowered sports motorcycle",
+ "Normal weapons": "Normal weapons",
+ ".38 revolver (2-harm close reload loud)": ".38 revolver (2-harm close reload loud)",
+ "Shotgun (3-harm close messy)": "Shotgun (3-harm close messy)",
+ "Hunting rifle (2-harm far loud)": "Hunting rifle (2-harm far loud)",
+ "9mm pistol (2-harm close loud)": "9mm pistol (2-harm close loud)",
+ "Big knife (1-harm hand)": "Big knife (1-harm hand)",
+ "Chainsaw (2-harm hand heavy messy loud)": "Chainsaw (2-harm hand heavy messy loud)",
+ "Transportation": "Transportation",
+ "Skateboard": "Skateboard",
+ "Roller skates": "Roller skates",
+ "Bicycle": "Bicycle",
+ "Old pickup truck": "Old pickup truck",
+ "Motorcycle": "Motorcycle",
+ "Van": "Van",
+ "Fairly new car in decent condition": "Fairly new car in decent condition",
+ "Classic car in poor condition": "Classic car in poor condition",
+ "Weapon": "Weapon",
+ "Sport club (2-harm hand innocuous messy)": "Sport club (2-harm hand innocuous messy)",
+ "Pocket knife of multitool (1-harm hand useful small)": "Pocket knife of multitool (1-harm hand useful small)",
+ "Small handgun (2-harm close loud)": "Small handgun (2-harm close loud)",
+ "Hunting rifle (3-harm far loud reload)": "Hunting rifle (3-harm far loud reload)",
+ "Sledgehammer (2-harm hand messy slow)": "Sledgehammer (2-harm hand messy slow)",
+ "Fire axe (2-harm hand messy heavy)": "Fire axe (2-harm hand messy heavy)",
+ "Talisman or artifact (1-harm close magic ignore-armour)": "Talisman or artifact (1-harm close magic ignore-armour)",
+ "Mementos and Gear": "Mementos and Gear",
+ "A childhood toy": "A childhood toy",
+ "A laptop": "A laptop",
+ "A knapsack, backpack, or purse": "A knapsack, backpack, or purse",
+ "A smartphone, mobile game device, or music player": "A smartphone, mobile game device, or music player",
+ "Old photos": "Old photos",
+ "Jewellery": "Jewellery",
+ "A favourite piece of clothing": "A favourite piece of clothing",
+ "A journal": "A journal",
+ "Letters or emails from home": "Letters or emails from home",
"Your special weapon has unlimited wear.": "Your special weapon has unlimited wear.",
"Cord (1 harm, hand, area)": "Cord (1 harm, hand, area)",
+ "Tome (0-harm, hand, lore)": "Tome (0-harm, hand, lore)",
+ "Shield (1-harm, intimate/hand, 1-armour)": "Shield (1-harm, intimate/hand, 1-armour)",
+ "Tool (1-harm, hand, useful)": "Tool (1-harm, hand, useful)",
+ "Pistol (1-harm, close, reload)": "Pistol (1-harm, close, reload)",
+ "Rifle or Bow (2-harm, far, reload)": "Rifle or Bow (2-harm, far, reload)",
+ "Sling (1-harm, close, reload)": "Sling (1-harm, close, reload)",
+ "Bow (2-harm, far, reload)": "Bow (2-harm, far, reload)",
"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.",
+ "Blessed (+holy)": "Blessed (+holy)",
+ "Distant (+far)": "Distant (+far)",
+ "Elemental (+fire, +ice, +lightning, +magma, or similar)": "Elemental (+fire, +ice, +lightning, +magma, or similar)",
+ "Melee (+hand)": "Melee (+hand)",
+ "Tiny (+intimate)": "Tiny (+intimate)",
+ "Spectacular (+1-harm, +loud)": "Spectacular (+1-harm, +loud)",
+ "Electric (+1-harm, +battery)": "Electric (+1-harm, +battery)",
+ "Cursed (+1-harm, +curse)": "Cursed (+1-harm, +curse)",
+ "Focus (+1 forward on your first Weird move at each new location)": "Focus (+1 forward on your first Weird move at each new location)",
+ "Empowered (always fulfils one requirement for big magic)": "Empowered (always fulfils one requirement for big magic)",
+ "Sapient (+sapient, counts as an ally)": "Sapient (+sapient, counts as an ally)",
+ "Versatile (+useful)": "Versatile (+useful)",
+ "Steel, cold iron, silver, wood, stone, bone, teeth, obsidian,": "Steel, cold iron, silver, wood, stone, bone, teeth, obsidian,",
+ "living flesh, orichalcum, time crystal, fossil dinosaur talon, nanobot matrix, bronze from Gilgamesh’s spear, alien chitin, one of your own bones, dragonscale, eldritch sinews,": "living flesh, orichalcum, time crystal, fossil dinosaur talon, nanobot matrix, bronze from Gilgamesh’s spear, alien chitin, one of your own bones, dragonscale, eldritch sinews,",
+ "or anything else you want": "or anything else you want",
+ "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.",
+ "Also consider living flesh, orichalcum, time crystal, fossil dinosaur talon, bronze from Gilgamesh’s spear, alien chitin, one of your own bones, dragonscale, eldritch sinews.": "Also consider living flesh, orichalcum, time crystal, fossil dinosaur talon, bronze from Gilgamesh’s spear, alien chitin, one of your own bones, dragonscale, eldritch sinews.",
+ "Communication device": "Communication device",
+ "Cell phone": "Cell phone",
+ "Summoning charm": "Summoning charm",
+ "Walkie-talkie": "Walkie-talkie",
+ "High-tech communicator": "High-tech communicator",
+ "Messaging relic": "Messaging relic",
+ "Utility item": "Utility item",
+ "A plentiful wardrobe of socially appropriate clothes": "A plentiful wardrobe of socially appropriate clothes",
+ "Kevlar vest (1-armour)": "Kevlar vest (1-armour)",
+ "Cutting-edge laptop": "Cutting-edge laptop",
+ "Ritual gear": "Ritual gear",
+ "Extensive tool collection": "Extensive tool collection",
+ "Heavy tool (2-harm hand utility innocuous)": "Heavy tool (2-harm hand utility innocuous)",
+ "Summoned minion (2-harm close autonomous messy)": "Summoned minion (2-harm close autonomous messy)",
+ "Handgun (2-harm close reload loud)": "Handgun (2-harm close reload loud)",
+ "Bag of curses (1-harm close magic ignore armour)": "Bag of curses (1-harm close magic ignore armour)",
+ "Shotgun (3-harm close messy loud)": "Shotgun (3-harm close messy loud)",
+ "Sword (2-harm hand magic)": "Sword (2-harm hand magic)",
"Pick three:": "Pick three:",
"Fancy clothing (2-wear fancy)": "Fancy clothing (2-wear fancy)",
"Current wear:": "Current wear:",
@@ -3211,7 +6345,6 @@
"Curse-eater’s mask or amulet": "Curse-eater’s mask or amulet",
"Divination sticks": "Divination sticks",
"Practical Weapons": "Practical Weapons",
- "Pick two:": "Pick two:",
"Baseball or cricket bat (1-harm hand innocuous)": "Baseball or cricket bat (1-harm hand innocuous)",
"Collapsible baton (1-harm hand small)": "Collapsible baton (1-harm hand small)",
"Taser (2-harm hand/close stun electric)": "Taser (2-harm hand/close stun electric)",
@@ -3227,10 +6360,7 @@
"Shortbow (2-harm close)": "Shortbow (2-harm close)",
"Dagger (1-harm hand/close small)": "Dagger (1-harm hand/close small)",
"Vehicles": "Vehicles",
- "Pick one:": "Pick one:",
- "None": "None",
"Pickup": "Pickup",
- "Van": "Van",
"Truck": "Truck",
"Old car": "Old car",
"Horse": "Horse",
@@ -3241,6 +6371,20 @@
"Wagon with ox": "Wagon with ox",
"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)",
+ "Mysterious financial assets": "Mysterious financial assets",
+ "Access to exclusive spaces": "Access to exclusive spaces",
+ "Communication devices": "Communication devices",
+ "Diplomatic credentials": "Diplomatic credentials",
+ "Defensive charm (1-harm close magic 1-armour)": "Defensive charm (1-harm close magic 1-armour)",
+ "Holdout pistol (2-harm close small)": "Holdout pistol (2-harm close small)",
+ "Rebuking touch (1-harm hand holy)": "Rebuking touch (1-harm hand holy)",
+ "Whispered revelation (0-harm intimate stun)": "Whispered revelation (0-harm intimate stun)",
+ "Future Traveller Gear Options": "Future Traveller Gear Options",
+ "In place of one ancient weapons pick, you may choose one of these:": "In place of one ancient weapons pick, you may choose one of these:",
+ "HJ Future Traveller": "HJ Future Traveller",
+ "Laser Pistol (2-harm, close, energy, obvious)": "Laser Pistol (2-harm, close, energy, obvious)",
+ "Stunner (0-harm, close, stun)": "Stunner (0-harm, close, stun)",
+ "Laser Blade (2-harm, hand, ignore-armour, messy)": "Laser Blade (2-harm, hand, ignore-armour, messy)",
"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)",
@@ -3260,6 +6404,17 @@
"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)",
+ "Sentimental objects": "Sentimental objects",
+ "A memento of a past partner you had strong emotions regarding": "A memento of a past partner you had strong emotions regarding",
+ "A mysterious brand or mark that appears on both your forms": "A mysterious brand or mark that appears on both your forms",
+ "A gift given to you by a small child": "A gift given to you by a small child",
+ "A notebook you write poetry in": "A notebook you write poetry in",
+ "A favourite novel": "A favourite novel",
+ "Human-form self-defence method": "Human-form self-defence method",
+ "Natural warrior (1-harm intimate/hand)": "Natural warrior (1-harm intimate/hand)",
+ "Wrestler (2-harm intimate/hand grab forceful)": "Wrestler (2-harm intimate/hand grab forceful)",
+ "Dagger (1-harm intimate/hand)": "Dagger (1-harm intimate/hand)",
+ "Holdout pistol (1-harm close small)": "Holdout pistol (1-harm close small)",
"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",
@@ -3286,6 +6441,20 @@
"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)",
+ "Personal item": "Personal item",
+ "A journal recording the symptoms of your bonding": "A journal recording the symptoms of your bonding",
+ "A journal of notes left between you and your symbiote": "A journal of notes left between you and your symbiote",
+ "Tablet device": "Tablet device",
+ "E-book reader": "E-book reader",
+ "Tattered novels": "Tattered novels",
+ "Photograph of better times": "Photograph of better times",
+ "Art supplies and sketchbook": "Art supplies and sketchbook",
+ "Audio recorder and backup storage": "Audio recorder and backup storage",
+ "Weird martial art (1-harm hand)": "Weird martial art (1-harm hand)",
+ "Symbiotic blade (2-harm hand integrated retractable)": "Symbiotic blade (2-harm hand integrated retractable)",
+ "Symbiotic stunner (0-harm close stun integrated retractable)": "Symbiotic stunner (0-harm close stun integrated retractable)",
+ "Magnum (3-harm close reload loud)": "Magnum (3-harm close reload loud)",
+ "Ray gun (2-harm close messy energy)": "Ray gun (2-harm close messy energy)",
"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)",
@@ -3302,6 +6471,32 @@
"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)",
+ "You have the tools necessary for working on your technology. You gain an Internal Computer, integrated. You can choose to take Tactical Armour worth 1-armour if you want.": "You have the tools necessary for working on your technology. You gain an Internal Computer, integrated. You can choose to take Tactical Armour worth 1-armour if you want.",
+ "Internal Computer (integrated)": "Internal Computer (integrated)",
+ "Tactical Armour (1-armour)": "Tactical Armour (1-armour)",
+ "Machines": "Machines",
+ "Remote-controlled camera drone": "Remote-controlled camera drone",
+ "Mini supercomputer": "Mini supercomputer",
+ "Recording suite, integrated": "Recording suite, integrated",
+ "Enhanced sensor array, integrated": "Enhanced sensor array, integrated",
+ "Jumping device, boots, or jetpack, integrated": "Jumping device, boots, or jetpack, integrated",
+ "Forgettable sedan": "Forgettable sedan",
+ "Plain pickup": "Plain pickup",
+ "Weapons": "Weapons",
+ "Take a weapon from the Professional gear list (MOTW hardcover, page 101) and give it +Integrated and +Blatant": "Take a weapon from the Professional gear list (MOTW hardcover, page 101) and give it +Integrated and +Blatant",
+ "Muscle augments (1-harm hand useful integrated)": "Muscle augments (1-harm hand useful integrated)",
+ "Energy pistol (2-harm close energy)": "Energy pistol (2-harm close energy)",
+ "Drones (1-harm close autonomous area)": "Drones (1-harm close autonomous area)",
+ "Zapper (0-harm close stun)": "Zapper (0-harm close stun)",
+ "9mm (2-harm close loud)": "9mm (2-harm close loud)",
+ "Trendy bladed weapon (2-harm hand)": "Trendy bladed weapon (2-harm hand)",
+ "Tool (1-harm close useful)": "Tool (1-harm close useful)",
+ "Quality of life": "Quality of life",
+ "Nostalgic photo": "Nostalgic photo",
+ "Incessantly replayed voicemail": "Incessantly replayed voicemail",
+ "Project journal": "Project journal",
+ "Video game console": "Video game console",
+ "All the energy drinks": "All the energy drinks",
"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",
@@ -3414,6 +6609,33 @@
"Music player": "Music player",
"Snacks": "Snacks",
"Pocket first aid kit (clear unstable or heal 1-harm, one use only)": "Pocket first aid kit (clear unstable or heal 1-harm, one use only)",
+ "You have the vessel that brought you here, but it’s broken. What does it look like?": "You have the vessel that brought you here, but it’s broken. What does it look like?",
+ "Alien gear": "Alien gear",
+ "Information crystal": "Information crystal",
+ "Pocket medkit": "Pocket medkit",
+ "Universal translator": "Universal translator",
+ "Instant climate bubble": "Instant climate bubble",
+ "Food replicator with four recipes": "Food replicator with four recipes",
+ "Holographic disguise": "Holographic disguise",
+ "Hoverbike": "Hoverbike",
+ "Portable power generator": "Portable power generator",
+ "Alien weapon": "Alien weapon",
+ "Warp ray (2-harm close disorienting)": "Warp ray (2-harm close disorienting)",
+ "Psionic blade (2-harm hand ignore armour magic)": "Psionic blade (2-harm hand ignore armour magic)",
+ "Lightning gun (3-harm close messy)": "Lightning gun (3-harm close messy)",
+ "Freeze gun (0-harm close stun)": "Freeze gun (0-harm close stun)",
+ "Harvester gem (1-harm, far energy life-drain)": "Harvester gem (1-harm, far energy life-drain)",
+ "Destabilising seed (3-harm area messy loud)": "Destabilising seed (3-harm area messy loud)",
+ "Local gear": "Local gear",
+ "Mobile game console": "Mobile game console",
+ "E-book reader, full": "E-book reader, full",
+ "Old Walkman": "Old Walkman",
+ "Smartphone": "Smartphone",
+ "Earth camping gear": "Earth camping gear",
+ "Collection of photos": "Collection of photos",
+ "Favourite snacks": "Favourite snacks",
+ "Good shoes": "Good shoes",
+ "Pickup truck": "Pickup truck",
"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)",
@@ -3437,7 +6659,6 @@
"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):",
@@ -3494,7 +6715,6 @@
"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",
@@ -3507,20 +6727,5 @@
"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",
- "Curse-Eater": "Curse-Eater",
- "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",
- "Clear all corruption, without clearing consumed magics. Don’t erase the excess magics now, but you can’t gain more until you release some of them.": "Clear all corruption, without clearing consumed magics. Don’t erase the excess magics now, but you can’t gain more until you release some of them.",
- "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.",
- "Make a consumed magic into a permanent custom move (with the group’s agreement), then clear it.": "Make a consumed magic into a permanent custom move (with the group’s agreement), then clear it."
+ "Jade, gemstones, meteoric iron": "Jade, gemstones, meteoric iron"
}
\ No newline at end of file