From 3c7e6cccbe74a30a64f8694bfdd5fca8bccda5cc Mon Sep 17 00:00:00 2001 From: roll20deploy Date: Tue, 11 Mar 2025 15:12:54 -0400 Subject: [PATCH] New translations translation.json (Swedish) --- .../translations/sv.json | 3455 ++++++++++++++++- 1 file changed, 3330 insertions(+), 125 deletions(-) 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": "", "harm-moves": "Harm Moves", - "harm-moves-kref": "Every time anyone gets hurt, use one.0-harm or more:1-harm or more:Unstable wounds:", + "harm-moves-kref": "Every time anyone gets hurt, use one.

0-harm or more:1-harm or more:Unstable wounds:8-harm or more:", "monster-moves": "Monster Moves", "monster-moves-kref": "", "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": "", "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": "", @@ -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:", + "CentipedeHost-advanced": "Advanced: When you advance centipede host, add this:", + "Hacking-advanced": "Advanced: When you advance hacking, add this:", + "Medium-advanced": "Advanced: When you advance medium, add this:", + "Pyrokinesis-advanced": "Advanced: When you advance pyrokinesis, add this:", + "Summoner-advanced": "Advanced: When you advance summoner, add this:", + "Tradecraft-advanced": "Advanced: When you advance tradecraft, add this:", + "Warding-advanced": "Advanced Warding: When you advance warding, add this:", + "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:For the purpose of overcoming those obstacles, you have the same stats in dreams as when awake and your dream form has all your gear on them.", "Answers from the Golden Age": "Answers from the Golden Age", "Having a question about the Golden Age answered can have various benefits depending on what the question was about:+2 forward to a move dealing with a specific Ancient Ones-related challenge.+1 ongoing to moves dealing with a specific field of Ancient Ones-related challenges.Ability to create new sorts of gear, on a similar power level to sample starting gear, in a workshop designed for work with Ancient Ones’ designs (like those in Dream Alchemists’ enclaves).+2 forward to use the hunter’s basic Weird move.Other effects agreed upon by the hunter and the Keeper.A valuable glimpse into the Golden Age has the same possible benefits but in this case the Keeper chooses. They have to choose something useful in the current situation or in line with the hunter’s long-term goals, plans, or abilities.": "Having a question about the Golden Age answered can have various benefits depending on what the question was about:A valuable glimpse into the Golden Age has the same possible benefits but in this case the Keeper chooses. They have to choose something useful in the current situation or in line with the hunter’s long-term goals, plans, or abilities.", + "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:On a 7–9, pick one of the 10+ options and one of these:If you use this power selfishly, the Keeper chooses one:", + "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.Spend your hold:On a miss, the manifestation goes awry, and the Keeper chooses one of these:", + "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: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:The Keeper can spend their hold to:", + "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:When you invoke a spirit, roll +Weird. On a 10+, pick one:On a 7–9, pick one of the 10+ options and one of these: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.Keeper guideline for fire harm: fireplace or smaller: 1-harm; bonfire: 2-harm; burning room: 3-harm; raging inferno: 5-harm.

Pyrokinesis options:", + "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: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.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.

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:When you ward yourself against the supernatural, describe the protection you want and roll +Weird.", "Ancestral Favour": "Ancestral Favour", "When you spend a point of Ancestral Favour, pick one:Decrease a wound you have suffered to 0 harm.After you roll, retroactively change the result to a 12.When you have no favour left, bad things will happen to you.Ancestral Favour may be restored when spent. To restore a point, you must do something that the ancestral spirits and spirits of your community regard as a major achievement. Usually this means success in a mystery that’s of special interest to the spirits, but you may also speak to a spirit and ask them for a quest to restore an Ancestral Favour.Anything else that would normally apply to Luck (such as an improvement that erases a Luck mark or a move referring to Luck) applies the same to Ancestral Favour.": "

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

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

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

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

", + "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:", + "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+.": "", + "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.": "", + "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:

And the following advanced improvements: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:

", + "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:", + "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:", + "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:", "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: ", + "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.", + "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:", - "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. ", + "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.", - "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:", "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:

", "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:", + "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.", + "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.": "", "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.": "", + "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:", "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:", + "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.