diff --git a/Monster of the Week/translations/sv.json b/Monster of the Week/translations/sv.json index de67e807ed..13f5f19762 100644 --- a/Monster of the Week/translations/sv.json +++ b/Monster of the Week/translations/sv.json @@ -1,6 +1,6 @@ { "sheet-version": "sheet version", - "character-name": "Namn", + "character-name": "Name", "character-gender": "Gender", "playbook": "Playbook", "playbook-choice": "Playbook", @@ -32,7 +32,7 @@ "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", - "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "advanced-improvements": "Once you have taken 5 Improvements you may choose from these options as well as the list above", "rating": "to any rating", "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", @@ -49,7 +49,7 @@ "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", "2-moves-then": "Then pick two of these", - "2-moves": "Then pick two of these", + "2-moves": "Pick two of these", "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", @@ -65,7 +65,7 @@ "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", - "the-spellslinger": "The Spellslinger", + "the-spellslinger": "The Spell-Slinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", "the-gumshoe": "The Gumshoe", @@ -90,7 +90,7 @@ "Brazilian": "Brazilian Edition", "fan-made": "Fan-made", "chosen": "Chosen", - "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "luck-special-chosen": "When you spend Luck, the Keeper will bring your fate into play.", "your-fate": "Your Fate", "fate-description": "How you found out you were the chosen one", "fate-unfold": "How your fate will unfold", @@ -98,192 +98,192 @@ "fate-heroic1": "Sacrifice", "fate-heroic2": "You are the Champion", "fate-heroic3": "Visions", - "fate-heroic4": "Secret Training", - "fate-heroic5": "True Love", - "fate-heroic6": "Magical Powers", - "fate-heroic7": "Mystical Inheritance", - "fate-heroic8": "A Normal Life", - "fate-heroic9": "The End of Monsters", - "fate-heroic10": "Hidden Allies", - "fate-heroic11": "Divine Help", - "fate-heroic12": "You Can Save the World", + "fate-heroic4": "Secret training", + "fate-heroic5": "Magical powers", + "fate-heroic6": "Mystical inheritance", + "fate-heroic7": "A normal life", + "fate-heroic8": "True love", + "fate-heroic9": "You can save the world", + "fate-heroic10": "Hidden allies", + "fate-heroic11": "The end of monsters", + "fate-heroic12": "Divine help", "doom": "Doom", "fate-doom1": "Death", - "fate-doom2": "You Can't Save Everyone", - "fate-doom3": "Impossible Love", + "fate-doom2": "You can't save everyone", + "fate-doom3": "Impossible love", "fate-doom4": "Failure", - "fate-doom5": "A Nemesis", - "fate-doom6": "No Normal Life", - "fate-doom7": "Doubt", - "fate-doom8": "Loss of Loved Ones", - "fate-doom9": "Treachery", - "fate-doom10": "Sympathy with the Enemy", + "fate-doom5": "A nemesis", + "fate-doom6": "No normal life", + "fate-doom7": "Loss of loved ones", + "fate-doom8": "Treachery", + "fate-doom9": "Doubt", + "fate-doom10": "Sympathy with the enemy", "fate-doom11": "Damnation", - "fate-doom12": "The End of Days", - "fate-doom13": "Hosts of Monsters", - "fate-doom14": "The Source of Evil", - "chosen-fixed1": "Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", - "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", - "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", - "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", - "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", - "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", - "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", - "chosen-gear1": "Protective gear worth 1 armour", - "chosen-gear2": "One Special Weapon", + "fate-doom12": "Hosts of monsters", + "fate-doom13": "The End of Days", + "fate-doom14": "The source of Evil", + "chosen-fixed1": "Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you.", + "chosen-fixed2": "I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play, you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you use up all your Luck, all bets are off.", + "chosen-move1": "The Big Entrance: When you make a showy entrance into a dangerous situation, Roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present.", + "chosen-move2": "Devastating: When you inflict harm, you may inflict +1 harm.", + "chosen-move3": "Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward.", + "chosen-move4": "Invincible: You always count as having 2 armour. This doesn't stack with other protection.", + "chosen-move5": "Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves.", + "chosen-gear1": "(Optional) Protective gear worth 1 armour", + "chosen-gear2": "Special Weapon", "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", - "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear3": "Staff (1 harm, hand/close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", "business-end": "Business-end", - "chosen-gear7": "Business End", - "chosen-gear8": "Artifact (+magic)", - "chosen-gear9": "Spikes (+1 harm, +messy)", - "chosen-gear10": "Blade (+1 harm)", - "chosen-gear11": "Heavy (+1 harm)", - "chosen-gear12": "Long (+close)", - "chosen-gear13": "Throwable (+close)", + "chosen-gear7": "Artifact (+magic)", + "chosen-gear8": "Spikes (+1 harm, +messy)", + "chosen-gear9": "Blade (+1 harm)", + "chosen-gear10": "Heavy (+1 harm)", + "chosen-gear11": "Long (+close)", + "chosen-gear12": "Throwable (+close)", + "chosen-gear13": "Chain (+area)", "material": "Material", "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", - "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "chosen-advance1": "Delete a Doom tag, and (optionally) also delete a Heroic tag", "Crooked": "Crooked", - "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "luck-special-Crooked": "When you spend Luck, someone from your past will re-appear in your life. Soon.", "background": "Background", - "background-description": "Before you were a hunter what less-than-legal job did you do?", - "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", - "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background-description": "Before you became a hunter, what less-than-legal job did you do?", + "background1": "Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence.", + "background2": "Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", - "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", - "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background3": "Grifter: When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely.", + "background4": "Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one", "background4.1": "You owe them", - "background4.2": "They screwed you ove", + "background4.2": "They screwed you over", "background4.3": "You screwed them over", - "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", - "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", - "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you.", + "background5": "Assassin: When you take your first shot at an unsuspecting target, do +2 harm.", + "background6": "Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+, your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, maybe someone will notice.", "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", - "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", - "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "background7": "Pickpocket: When you steal something small, roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice.", + "crooked-move1": "Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1", "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", - "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", - "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", - "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", - "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", - "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", - "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", - "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-move2": "Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team.", + "crooked-move3": "Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things).", + "crooked-move4": "Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now.", + "crooked-move5": "Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members.", + "crooked-move6": "Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles. Include them in Other Gear.", + "crooked-move7": "Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked.", + "crooked-move8": "Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course.", "crooked-weapon": "Effective Weapons", - "crooked-gear1": ".22 revolver (1 harm, close, reload,
      small)", - "crooked-gear2": ".38 revolver (2 harm, close, reload,
      loud)", + "crooked-gear1": ".22 revolver (1 harm, close, reload, small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload, loud)", "crooked-gear3": "9mm (2 harm, close, loud)", "crooked-gear4": "Shotgun (3 harm, close, messy)", "crooked-gear5": "Hunting rifle (2 harm, far, loud)", "crooked-gear6": "Big knife (1 harm, hand)", "crooked-gear7": "Baseball bat (1 harm, hand)", - "crooked-gear8": "Submachinegun (2 harm, close, reload,
      auto", - "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", + "crooked-gear8": "Submachinegun (2 harm, close, reload, area)", + "crooked-gear9": "Assault rifle (3 harm, close/far, area)", "heat": "Heat", - "heat-description": "You didn't get here without making enemies", - "pick-heat": "pick at least 2 of these and name the people involved", - "heat1": "A police detective has made it a
      personal goal to put you away", - "heat2": "You have a rival from your background", - "heat3": "You pissed off a well connected criminal,
      and they'll do whatever they can to
      destroy you", - "heat4": "You took advantage of someone
      who has special powers (a person or
      monster)", - "heat5": "You betrayed an old partner in the
      middle of a job ", + "heat-description": "You didn't get here without making enemies.", + "pick-heat": "Pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a personal goal to put you away.", + "heat2": "You have a rival from your background, who never misses a chance to screw you over.", + "heat3": "You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.", + "heat4": "You took advantage of someone with special powers (a person or monster).", + "heat5": "You betrayed an old partner in the middle of a job.", "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", - "crooked-ally": "from your old crew", + "underworld-description": "Pick how you discovered the real underworld", + "underworld1": "The target of a job was a dangerous creature (pick one: vampire, warewolf, troll, reptiloid, etc).", + "underworld2": "You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc).", + "underworld3": "You were hired by something weird (pick one: immortal, god, outsider, witch, etc).", + "underworld4": "Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc).", + "crooked-ally": "one of your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", "Divine": "Divine", - "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", - "your-mission": "Your Mission", - "mission-description": "You have been put on the earth for a purpose", - "mission1": "You are here to fight the schemes of an adversary", - "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", - "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", - "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", - "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", - "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", - "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", - "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", - "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", - "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", - "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", - "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-weapon": "One Divine Weapon", + "luck-special-divine": "When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.", + "your-mission": "Mission", + "mission-description": "You have been put here for a purpose", + "mission1": "You are here to fight the schemes of an Adversary.", + "mission2": "The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.", + "mission3": "The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.", + "mission4": "You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.", + "mission5": "One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.", + "divine-move1": "Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure.", + "divine-move2": "Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place.", + "divine-move3": "What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.", + "divine-move4": "Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy.", + "divine-move5": "Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.", + "divine-move6": "Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm.", + "divine-move7": "Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad.", + "divine-weapon": "Divine Weapon", "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
      holy) ", - "divine-gear2": "Thunder hammer (3 harm, hand, stun,
      holy) ", - "divine-gear3": "Razor whip (3 harm, hand, area,
      messy, holy)", - "divine-gear4": "Five demon bag (3 harm, close, magic,
      holy)", - "divine-gear5": "Silver trident (3 harm, hand, silver,
      holy)", - "Divine-ally": "a lesser divine being, sent from above to help you with your mission", - "Divine-advance1": "Erase one Luck point from your playbook", + "divine-gear1": "Flaming sword (3 harm, hand, fire, holy)", + "divine-gear2": "Thunder hammer (3 harm, hand, stun, holy)", + "divine-gear3": "Razor whip (3 harm, hand, area, messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic, holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver, holy)", + "Divine-ally": "a lesser divine being, sent to help you with your mission", + "Divine-advance1": "Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", - "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", - "expert-weapons": "Monster-Slaying Weapons", - "expert-gear1": "Mallet and stakes (3 harm, intimate,
      slow, wooden)", - "expert-gear2": "Silver sword (2 harm, hand, messy,
      silver)", - "expert-gear3": "Cold iron sword (2 harm, hand, messy,
      iron)", + "luck-special-expert": "When you spend Luck, you discover something happening now is related to something you were involved in years ago.", + "expert-weapons": "Monster-slaying Weapons", + "expert-gear1": "Mallet and wooden stakes (3 harm, intimate, slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy, silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy, iron)", "expert-gear4": "Blessed knife (2 harm, hand, holy)", "expert-gear5": "Magical dagger (2 harm, hand, magic)", "expert-gear6": "Juju bag (1 harm, far, magic)", - "expert-gear7": "Flamethrower (3 harm, close, heavy,
      fire, volitile)", + "expert-gear7": "Flamethrower (3 harm, close, fire, heavy, volitile)", "expert-gear8": "Magnum (3 harm, close, reload, loud)", "expert-gear9": "Shotgun (3 harm, close, messy, loud)", - "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", - "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", - "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", - "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", - "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", - "expert-move6": "The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", - "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move1": "I've Read About This Sort Of Thing: Roll +Sharp instead of +Cool when you act under pressure.", + "expert-move2": "Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience.", + "expert-move3": "Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9, you have it, but not here; it will take some time to get it. On a miss, you know where it is, but it's somewhere real bad.", + "expert-move4": "It Wasn't As Bad As It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9, you may either stabilise or heal 1 harm. On a miss, it was worse than it looked; the Keeper may inflict a harm move on you, or make your wounds unstable.", + "expert-move5": "Precise Strike: When you inflict harm on a monster, you can aim for a weak spot. Roll +Tough. On a 10+, you inflict +2 harm. On a 7-9, you inflict +1 harm. On a miss, you leave yourself open to the monster.", + "expert-move6": "The Woman (or Man) With The Plan: At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold 1-for-1 to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready.", + "expert-move7": "Dark Past: If you trawl though your memories for something relevant to the case at hand, roll +Weird. On a 10+, ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with.", "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", "expert-move7.2": "What black magic do I know that could help here?", - "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.3": "Do I know anyone who might be behind this?", "expert-move7.4": "Who do I know that can help us right now?", - "your-haven": "Your Haven", - "haven-description": "You have a haven, a safe place to work", - "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", - "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", - "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", - "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", - "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", - "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", - "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", - "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", - "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", - "expert-advance1": "Add a haven option", + "your-haven": "Haven", + "haven-description": "You have set up a haven, a safe place to work", + "haven1": "Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate).", + "haven2": "Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic.", + "haven3": "Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.", + "haven4": "Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing.", + "haven5": "Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help.", + "haven6": "Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.", + "haven7": "Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.", + "haven8": "Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything.", + "haven9": "Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves).", + "expert-advance1": "Add a Haven option", "Flake": "Flake", - "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", - "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "luck-special-flake": "When you spend Luck, pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to.", + "flake-move1": "Connect the Dots: At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to ask the Keeper any one of the following questions", "flake-move1.1": "Is this person connected to current events more than they are saying?", "flake-move1.2": "When and where will the next critical event occur?", "flake-move1.3": "What does the monster want from this person?", "flake-move1.4": "Is this connected to previous mysteries we have investigated?", "flake-move1.5": "How does this mystery connect to the bigger picture?", - "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", - "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", - "flake-move4": "Suspicious Mind If someone lies to you, you know it ", - "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", - "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", - "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", - "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", + "flake-move2": "Crazy Eyes: You get +1 Weird (max +3).", + "flake-move3": "See, It All Fits Together: You can roll +Sharp instead of +Charm when you manipulate someone.", + "flake-move4": "Suspicious Mind: If someone lies to you, you know it.", + "flake-move5": "Often Overlooked: When you act all crazy to avoid something, roll +Weird. On a 10+, you're regarded as unthreatening and unimportant. On a 7-9, you are regarded as either unthreatening or unimportant. On a miss, you draw lots (but not all) of the attention.", + "flake-move6": "Contrary: When you seek out and receive someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make pursuing that course.", + "flake-move7": "Net Friends: You know a lot of people on the internet. When you contact a net friend to help you, roll +Charm. On a 10+, they're available and helpful - they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help, but it's either going to take some time, or you'll have to do part of it yourself. On a miss, you burn some bridges.", + "flake-move8": "Sneaky: When you attack from ambush or from behind, inflict +2 harm.", "flake-normal": "Normal Weapon", - "flake-gear1": ".38 revolver (2 harm, close, reload,
      loud)", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", "flake-gear2": "9mm (2 harm, close, loud)", "flake-gear3": "Hunting rifle (2 harm, far, loud)", "flake-gear4": "Magnum (3 harm, close, reload, loud)", @@ -296,84 +296,84 @@ "flake-gear10": "Watchman's flashlight (1 harm, hand)", "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", - "Flake-advance1": "Gain a haven like the Expert with two options", - "Flake-advance2": "Add a haven option", + "Flake-advance1": "Gain a Haven, like the Expert, with two options", + "Flake-advance2": "Add a Haven option", "Initiate": "Initiate", - "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", - "your-sect": "Your Sect", - "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", - "sect-traditions": "Your Sect's Traditions", + "luck-special-initiate": "When you spend Luck, something goes wrong for your Sect: an ill-advised project or a disasterous operation.", + "your-sect": "Sect", + "sect-description": "You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Sect's Traditions", "good-traditions": "Good Traditions", - "good-tradition1": "Knowledge", - "good-tradition2": "Ancient Lore", - "good-tradition3": "Magical Lore", - "good-tradition4": "Fighting Arts", + "good-tradition1": "Knowledgeable", + "good-tradition2": "Ancient lore", + "good-tradition3": "Magical lore", + "good-tradition4": "Fighting arts", "good-tradition5": "Modernised", - "good-tradition6": "Chapters Everywhere", - "good-tradition7": "Secular Power", - "good-tradition8": "Flexible Tactics", - "good-tradition9": "Open Hierarchy", - "good-tradition10": "Rich", - "good-tradition11": "Integrated in Society", - "good-tradition12": "Nifty Gadgets", - "good-tradition13": "Magical Items", + "good-tradition6": "Chapters everywhere", + "good-tradition7": "Secular power", + "good-tradition8": "Flexible tactics", + "good-tradition9": "Open hierarchy", + "good-tradition10": "Integrated in society", + "good-tradition11": "Rich", + "good-tradition12": "Nifty gadgets", + "good-tradition13": "Magical items", "bad-traditions": "Bad Traditions", - "bad-tradition1": "Dubious Motives", - "bad-tradition2": "Tradition-Bound", - "bad-tradition3": "Short-Sighted", - "bad-tradition4": "Strict Laws", - "bad-tradition5": "Closed Hierarchy", + "bad-tradition1": "Dubious motives", + "bad-tradition2": "Tradition-bound", + "bad-tradition3": "Short-sighted", + "bad-tradition4": "Paranoid and secretive", + "bad-tradition5": "Closed hierarchy", "bad-tradition6": "Factionalised", - "bad-tradition7": "Paranoid and Secretive", - "bad-tradition8": "Poor", - "bad-tradition9": "Total Obedience", - "bad-tradition10": "Obsolete Gear", - "bad-tradition11": "Tyrannical Leader", - "bad-tradition12": "Mystical Oaths", - "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", - "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", - "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", - "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", - "initiate-move3.1": "Have a useful object ready", - "initiate-move3.2": "Be somewhere you are needed, just in time", - "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", - "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", - "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", - "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", - "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", - "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", - "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", - "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "bad-tradition7": "Strict laws", + "bad-tradition8": "Mystical oaths", + "bad-tradition9": "Total obedience", + "bad-tradition10": "Tyrannical leaders", + "bad-tradition11": "Obsolete gear", + "bad-tradition12": "Poor", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+, they provide some useful info or help in the field. On a 7-9, you get a mission associated with the mystery, and if you do it, you'll get some info or help too. On a miss, they ask you to do something bad. If you fail a mission or refuse an order, you'll be in trouble with the Sect until you atone.", + "initiate-move1": "Ancient Fighting Arts: When you use an old-fashioned hand weapon, you inflict +1 harm and get +1 whenever you roll to protect someone.", + "initiate-move2": "Mystic: Every time you successfully use magic, take +1 forward.", + "initiate-move3": "Fortunes: The sect has ancient prophecies or divination techniques to predict the future. Once per mystery, you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss, you get bad information and the Keeper decides how that affects you. Spend you hold 1-for-1 to", + "initiate-move3.1": "Have a useful object ready.", + "initiate-move3.2": "Be somewhere you are needed, just in time.", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter.", + "initiate-move3.4": "Preemptively warn someone about an attack, so that it doesn't happen.", + "initiate-move4": "Sacred Oath: You may bind yourself to a single goal, forsaking something during your quest (eg speech, all sustenance but bread and water, alcohol, lying, sex, etc). Get the Keeper's agreement on this - it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned.", + "initiate-move5": "Mentor: You have a mentor in the Sect; name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9, you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble.", + "initiate-move6": "Apprentice: You have an apprentice; name them. Your job is to teach them the Sect's ways. They count as an ally: subordinate (motivation: to follow your exact instructions).", + "initiate-move7": "Helping Hand: When you successfuly help out another hunter, they get +2 instead of the usual +1.", + "initiate-move8": "That Old Black Magic: When you use magic, you can ask a question from the investigate a mystery move as your effect.", + "inititate-armour": "Old-fashioned Armour (1 armour, heavy)", "inititate-old": "Old-fashioned Weapons", - "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-oldgear-pick": "If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two", "inititate-gear1": "Sword (2 harm, hand, messy)", "inititate-gear2": "Axe (2 harm, hand, messy)", - "inititate-gear3": "Big sword (3 harm, hand, messy,
      heavy)", - "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
      heavy)", + "inititate-gear3": "Big sword (3 harm, hand, messy, heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow, heavy)", "inititate-gear5": "Silver knife (1 harm, hand, silver)", "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", - "inititate-gear7": "Spear (2 harm, hand, close)", - "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear7": "Spear (2 harm, hand/close)", + "inititate-gear8": "Mace (2 harm, hand, messy)", "inititate-gear9": "Crossbow (2 harm, close, slow)", "initiate-modern": "Modern Weapons", - "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", - "inititate-gear10": ".38 revolver (2 harm, hand, close,
      reload, loud", - "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close, reload, loud)", + "inititate-gear11": "9mm (2 harm, close, loud)", "inititate-gear12": "Sniper rifle (3 harm, far)", "inititate-gear13": "Magnum (3 harm, close, reload, loud)", - "inititate-gear14": "Shotgun (3 harm, close, messy", + "inititate-gear14": "Shotgun (3 harm, close, messy)", "Initiate-advance1": "Get command of your chapter of the Sect", - "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get a Sect team under your command", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", "Monstrous": "Monstrous", "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", - "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "breed-description": "You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?", "curses": "Curses", - "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", - "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", - "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", - "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", + "curse1": "Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself.", + "curse2": "Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers.", + "curse3": "Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist.", + "curse4": "Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure.", "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", @@ -396,7 +396,7 @@ "monstrous-attacks6": "Extra: add ignore-armour to a base", "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", "monstrous-weapon": "(Optional) Handy Weapon", - "monstrous-gear1": ".38 revolver (2 harm, close, reload,
      loud)", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", "monstrous-gear2": "9mm (2 harm, close, loud)", "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", "monstrous-gear4": "Shotgun (3 harm, close, messy)", @@ -404,33 +404,33 @@ "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", "monstrous-gear7": "Sword (2 harm, hand, messy)", "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monstrous-advance1": "Gain a haven like the Expert with two options", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", "Monstrous-advance2": "Take a natural attacks pick", "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", - "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", - "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", - "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", - "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", - "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", - "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", - "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", - "mundane-move6.1": "They ask you a hard question first", - "mundane-move6.2": "They stall and dither a while", - "mundane-move6.3": "They have a 'better' idea", - "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", - "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", - "mundane-move7.1": "Inflict 1 harm", - "mundane-move7.2": "Reduce someone's harm suffered by 1", - "mundane-move7.3": "Take +2 forward on an act under pressure", - "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", - "mundane-weapon": "Mundane Weapon", - "mundane-gear1": "Golf club, baseball bat, cricket bat,
      or hockey stick (2 harm, hand,
      innocuous, messy)", - "mundane-gear2": "Pocket knife or multitool (1 harm,
      hand, useful, small)", - "mundane-gear3": "Small handgun (2 harm, close, loud,
      reload)", + "luck-special-mundane": "When you spend Luck, you'll find something weird - maybe even useful!", + "mundane-move1": "Always The Victim: When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience.", + "mundane-move2": "Oops!: If you want to stumble across something important, tell the Keeper. You will find something important and useful, although not necessarily related to your immediate problems.", + "mundane-move3": "Let's Get Out Of Here!: If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough.", + "mundane-move4": "Panic Button: When you need to escape, name the route you'll try and roll +Sharp. On a 10+, you're out of danger, no problem. On a 7-9, you can go or stay, but if you go it'll cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out.", + "mundane-move5": "The Power of Heart: When fighting a monster, if you help someone, don't roll +Cool. You automatically help as though you'd rolled a 10.", + "mundane-move6": "Trust Me: When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+, they'll do what you say they should, no questions asked. On a 7-9, they do it, but the Keeper chooses 1 from", + "mundane-move6.1": "They ask you a hard question first.", + "mundane-move6.2": "They stall and dither a while.", + "mundane-move6.3": "They have a 'better' idea.", + "mundane-move6.4": "On a Miss, they think you're crazy, and maybe dangerous too.", + "mundane-move7": "What Could Go Wrong?: Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold 1-for-1 to:", + "mundane-move7.1": "Inflict 1 harm.", + "mundane-move7.2": "Reduce someone's harm suffered by 1.", + "mundane-move7.3": "Take +2 forward on an act under pressure roll.", + "mundane-move8": "Don't Worry, I'll Check It Out: Whenever you go off by yourself to check out somewhere (or something) scary, mark experience.", + "mundane-weapon": "Mundane Weapons", + "mundane-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud, reload)", "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", - "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
      hand, messy)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm, hand, messy)", "mundane-gear6": "Nunchuks (2 harm, hand, area)", "mundane-transport": "Means of Transport", "mundane-gear7": "Skateboard", @@ -440,214 +440,214 @@ "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", "Professional": "Professional", - "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "luck-special-professional": "When you spend Luck, your next mission from the Agency comes with lots of Red Tape. Lots.", "agency": "Agency", - "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", - "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "agency-description": "Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?", + "agency-goal": "Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else?", "resources": "Resources", - "agency1": "Well Armed", - "agency2": "Well Financed", - "agency3": "Rigorous Training", - "agency4": "Official Pull", - "agency5": "Cover Identities", - "agency6": "Good Intel", - "agency7": "Offices all over the place", - "agency8": "Support Teams", - "agency9": "Weird Tech Gadgets", - "agency10": "Recognised Authority", + "agency1": "Well-armed", + "agency2": "Well-financed", + "agency3": "Rigorous training", + "agency4": "Official pull", + "agency5": "Cover identities", + "agency6": "Offices all over the place", + "agency7": "Good intel", + "agency8": "Recognised authority", + "agency9": "Weird tech gadgets", + "agency10": "Support teams", "red-tape": "Red Tape", - "agency11": "Dubious Motives", + "agency11": "Dubious motives", "agency12": "Bureaucratic", - "agency13": "Inter-departmental Rivalry", - "agency14": "Secretive Hierarchy", - "agency15": "Budget Cuts", - "agency16": "Take No Prisoners", - "agency17": "Hostile Superiors", - "agency18": "Cryptic Missions", - "agency19": "Live Capture Policy", - "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", - "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", - "professional-move2": "Unfazeable Take +1 Cool (max +3) ", - "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", - "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", - "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", - "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", - "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", - "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", - "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "agency13": "Secretive hierarchy", + "agency14": "Cryptic missions", + "agency15": "Hostile superiors", + "agency16": "Inter-departmental rivalry", + "agency17": "Budget cuts", + "agency18": "Take no prisoners policy", + "agency19": "Live capture policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out.", + "professional-move1": "Bottle It Up: If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later 1-for-1 to give you -1 on any move except act under pressure.", + "professional-move2": "Unfazeable: Take +1 Cool (max +3).", + "professional-move3": "Battlefield Awareness: You always know what's happening around you, and what to watch out for. Take +1 armour (max 2) on top of whatever you get from your gear.", + "professional-move4": "Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+, you get them out clean. On a 7-9, you choose; you can either get them out or suffer no harm. On a miss, you fail to get them out and you've attracted hostile attention.", + "professional-move5": "Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp.", + "professional-move6": "Medic: You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+, the patient is stabilized and healed of 2 harm. On a 7-9, choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid.", + "professional-move7": "Mobility: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.", + "professional-move7.1": "Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.", + "professional-move7.2": "Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old.", "professional-armour": "Armour", - "professional-gear1": "Flak Vest (1 amrour, hidden)", - "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-gear1": "Flak vest (1 armour, hidden)", + "professional-gear2": "Combat armour (2 armour, heavy)", "professional-serious-weapon": "Serious Weapons", - "professional-gear3": "Assault rifle (3 harm, far, area, loud,
      reload", - "professional-gear4": "Grenade launcher (4 harm, far, area,
      messy, loud, reload)", + "professional-gear3": "Assault rifle (3 harm, far, area, loud, reload)", + "professional-gear4": "Grenade launcher (4 harm, far, area, messy, loud, reload)", "professional-gear5": "Sniper rifle (4 harm, far)", - "professional-gear6": "Grenades (4 harm, close, area, messy,
      loud)", - "professional-gear7": "Submachine gun (3 harm, close, area,
      loud, reload)", + "professional-gear6": "Grenades (4 harm, close, area, messy, loud)", + "professional-gear7": "Submachine gun (3 harm, close, area, loud, reload)", "professional-normal-weapon": "Normal Weapons", - "professional-gear8": ".38 revolver (2 harm, close, reload,
      loud)", + "professional-gear8": ".38 revolver (2 harm, close, reload, loud)", "professional-gear9": "9mm (2 harm, close, loud)", "professional-gear10": "Hunting rifle (2 harm, far, loud)", "professional-gear11": "Shotgun (3 harm, close, messy)", "professional-gear12": "Big knife (1 harm, hand)", - "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance1": "Add a new Resource tag or change a Red Tape tag for your Agency", "Professional-advance2": "Get command of an Agency team of monster hunters", - "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", - "Spellslinger": "Spellslinger", - "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-weapon": "One Backup Weapon", - "spellslinger-gear1": "Old revolver (2 harm, close, reload,
      loud)", + "Professional-advance3": "Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salery and benefits", + "Spellslinger": "Spell-Slinger", + "luck-special-spellslinger": "When you spend Luck, the official council of wizards is going to poke their nose into your business.", + "spellslinger-weapon": "Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload, loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "extra-fixed-move": "And you get this", + "extra-fixed-move": "You get this", "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", - "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-description": "You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems.", "combat-magic-pick": "pick three, with at least one base", "bases": "Bases", - "base1": " Blast (2 harm, magic, close, obvious,
      loud)", - "base2": "Ball (1 harm, magic, area, close,
      obvious, loud)", - "base3": "Missile (1 harm, magic, far, obvious,
      loud)", - "base4": "Wall (1 harm, magic, barrier, close,
      1 armour, obvious, loud)", + "base1": "Blast (2 harm, magic, close, obvious, loud)", + "base2": "Ball (1 harm, magic, area, close, obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious, loud)", + "base4": "Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)", "effects": "Effects", - "effect1": "Fire (Add '+2 harm, fire' to a base) If
      you get a 10+ on a combat magic roll,
      the fire won't spread)", - "effect2": "Force or Wind (Add '+1 harm, forceful'
      to a base or '+1 armour' to a wall)", - "effect3": "Lightning or Entropy (Add '1 harm,
      messy' to a base)", - "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
      to a wall, or '+1 harm, restraining' to
      other bases)", - "effect5": "Earth (Add 'forceful, restraining' to a
      base)", - "effect6": "Necromantic (Add 'life-drain' to a base)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", - "Spellslinger-advance1": "Take another Combat Magic pick", + "effect1": "Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread)", + "effect2": "Force or Wind (add '+1 harm, forceful'; to a base, or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (add '+1 harm, messy' to a base)", + "effect4": "Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)", + "effect5": "Earth (add 'forceful, restraining' to a base)", + "effect6": "Necromantic (add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training: If you have two of your three Tools and Techniques at the ready, you may ignore the third one.", + "spellslinger-move2": "Arcane Reputation: Pick three big organizations or groups in the supernatural community, which can include some of the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may use manipulate someone on affected monsters as if they were human, with no bonus.", + "spellslinger-move3": "Could've Been Worse: When you miss a use magic roll, you can choose one of the following options instead of losing control of the magic.", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled.", + "spellslinger-move3.2": "This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid.", + "spellslinger-move4": "Enchanted Clothing: Pick an article of every-day clothing - it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment.", + "spellslinger-move5": "Forensic Divination: When you successfully investigate a mystery, you may ask \"what magic was done here?\" as a free extra question.", + "spellslinger-move6": "Go Big or Go Home: When you must use magic as a requirement for big magic, take +1 ongoing to those use magic rolls.", + "spellslinger-move7": "Not My Fault: +1 to act under pressure when you are dealing with the consequences of your own spellcasting.", + "spellslinger-move8": "Practitioner: Mark two of the use magic effects. Take +1 to use magic whenever you choose one of those effects.", + "spellslinger-move9": "Shield Spell: When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour.", + "spellslinger-move10": "Third Eye: When you read a bad situation, you can open up your third eye for a moment to take in extra information. On a 7+, take +1 hold and you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", - "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "luck-special-spooky": "When you spend Luck, your Dark Side's needs will get nastier.", "dark-side": "The Dark Side", - "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling.", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", "dark-side4": "Lust", - "dark-side5": "Dark Bargain", + "dark-side5": "Dark bargain", "dark-side6": "Guilt", "dark-side7": "Soulless", "dark-side8": "Addiction", - "dark-side9": "Mood Swings", + "dark-side9": "Mood wings", "dark-side10": "Rage", - "dark-side11": "Self-Destruction", - "dark-side12": "Greed for Power", - "dark-side13": "Pain", - "dark-side14": "Poor Impulse Control", - "dark-side15": "Hallucinations", + "dark-side11": "Self-destruction", + "dark-side12": "Greed for power", + "dark-side13": "Poor impulse control", + "dark-side14": "Hallucinations", + "dark-side15": "Pain", "dark-side16": "Paranoia", - "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", - "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", - "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", - "spooky-move2.1": "The target contracts a disease", - "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", - "spooky-move2.3": "The target breaks something precious or important", - "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", - "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", - "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", - "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavilable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier.", + "spooky-move1": "Telepathy: You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also manipulate someone without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.", + "spooky-move2": "Hex: When you cast a spell with use magic, as well as the normal list of effects, you may pick from the following list", + "spooky-move2.1": "The target contracts a disease.", + "spooky-move2.2": "The target immediately suffers harm (2 harm, magic, ignore-armour).", + "spooky-move2.3": "The target breaks something precious or important.", + "spooky-move3": "The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery.", + "spooky-move4": "Premonitions: At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it from coming true, and mark experience if you stop it. On a 7-9, you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make.", + "spooky-move5": "Hunches: When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+, you knew where you needed to go, just in time to get there. On a 7-9, you get there late - in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.", + "spooky-move6": "Tune In: You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss the monster becomes aware of you. Spend your hold 1-for-1 to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", "spooky-move6.1": "Where is the creature right now?", "spooky-move6.2": "What is it planning to do right now?", "spooky-move6.3": "Who is it going to attack next?", "spooky-move6.4": "Who does it regard as the biggest threat?", "spooky-move6.5": "How can I attract its attention?", - "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", - "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", - "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", - "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", - "spooky-move8.4": "Inflict 1 harm on the target due to an accident", - "spooky-move8.5": "The target finds something you left for them", - "spooky-move8.6": "The target loses something that you will soon find", - "spooky-items": "Any items or amulets that you use to invoke your powers", + "spooky-move7": "The Big Whammy: You can use your powers to kick some ass. Roll +Weird instead of +Tough. The attack has 2 harm, close, obvious, ignore-armour. On a miss, you'll get magical backlash.", + "spooky-move8": "Jinx: You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold 1-for-1 to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward.", + "spooky-move8.2": "Help a hunter, giving them +1 forward, by interfering with their enemy.", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do.", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident.", + "spooky-move8.5": "The target finds something you left for them.", + "spooky-move8.6": "The target loses something that you will soon find.", + "spooky-items": "Any magical items or amulets that you use to invoke your powers", "spooky-weapons": "Normal Weapons", - "spooky-gear1": ".38 revolver (2 harm, close, reload,
      loud)", + "spooky-gear1": ".38 revolver (2 harm, close, reload, loud)", "spooky-gear2": "9mm (2 harm, close, loud)", "spooky-gear3": "Hunting rifle (2 harm, far, loud)", "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", - "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance1": "Change some, or all, of your Dark Side tags", "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", - "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Spooky-advance3": "You discover how to use your powers at a lower price, delete one Dark Side tag", "Wronged": "Wronged", - "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "luck-special-wronged": "When you spend Luck, you find a dangerous lead on your prey.", "who-you-lost": "Who You Lost", "who": "Who did you lose?", "pick-some": "pick one or more", - "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", + "lost-pick": "Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s), etc", "lost-save-them": "Why couldn't you save them? You were", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", "lost4": "Weak", "lost5": "Slow", - "lost6": "Rädd", + "lost6": "Scared", "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey-breed": "With the Keeper's agreement, pick the monster breed.", "prey": "My Prey", - "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", - "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", - "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", - "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", - "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", - "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", - "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-fixed-move1": "I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.", + "wronged-move1": "Berserk: No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal.", + "wronged-move2": "NEVER AGAIN: In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose the option \"suffer little harm\".", + "wronged-move3": "What Does Not Kill Me...: If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.", + "wronged-move4": "Fervour: When you manipulate someone, roll +Tough instead of +Charm.", + "wronged-move5": "Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour).", + "wronged-move6": "DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+, it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", - "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-move7": "Tools Matter: With your signature weapon, you get +1 to kick some ass.", "wronged-armour": "Protective wear suited to your look (1 armour)", - "wronged-signature": "Signature Weapons", - "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
      messy, loud, reload)", + "wronged-signature": "Signature Weapon", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)", "wronged-gear2": "Hand cannon (3 harm, close, loud)", "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", - "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
      messy, heavy)", - "wronged-gear5": "Enchanted dagger (2 harm, hand,
      magic)", - "wronged-gear6": "Chainsaw (3 harm, hand, messy,
      unreliable, loud, heavy)", - "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand, messy, heavy)", + "wronged-gear5": "Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for warewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-gear6": "Enchanted dagger (2 harm, hand, magic)", + "wronged-gear7": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", "wronged-weapon": "Practical Weapons", - "wronged-gear8": ".38 revolver (2 harm, close, reload,
      loud)", + "wronged-gear8": ".38 revolver (2 harm, close, reload, loud)", "wronged-gear9": "9mm (2 harm, close, loud)", "wronged-gear10": "Hunting rifle (2 harm, far, loud)", - "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear11": "Shotgun (3 harm, close, messy, loud)", "wronged-gear12": "Big knife (1 harm, hand)", "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", - "wronged-vehicle": "Vehicles", + "wronged-vehicle": "(Optional) Vehicle", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", "wronged-gear18": "Plain van", - "Wronged-advance1": "Gain a haven like the Expert with two options", - "Wronged-advance2": "Add one more option to your haven", - "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", - "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Wronged-advance1": "Gain a Haven, like the Expert, with two options", + "Wronged-advance2": "Add a haven option", + "Wronged-advance3": "You track down the specific monster(s) responsible fo your loss; the Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage; replace the monster breed in My Prey with a new one", "Gumshoe": "Gumshoe", "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", "Gumshoe-Adv-harm": "Extra harm box", "gumshoeCode": "Gumshoe Code", "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", - "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-example": "Example Codes", "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", @@ -687,7 +687,7 @@ "Gumshoe-gear8": "SLR camera", "Gumshoe-weapon": "P.I. Weapons", "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", - "Gumshoe-gear10": ".38 revolver (2 harm, close, reload,
      loud)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", "Gumshoe-gear11": "9mm (2 harm, close, loud)", "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", @@ -700,7 +700,7 @@ "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", "hex-weapons": "Wizardly Weapons", "hex-items": "Any magical items or amulets that you use to perform magic", - "hex-gear1": ".38 revolver (2 harm, close, reload,
      loud)", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", "hex-gear2": "Shotgun (3 harm, close, messy, loud)", "hex-gear3": "Athame (2 harm, hand, magic, silver)", "hex-gear4": "Shillelagh (1 harm, hand, balanced)", @@ -731,7 +731,7 @@ "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", "temptation": "Temptation", "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", - "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", "temptation-choose": "Choose one Temptation", "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", "temptation2": "Power: Utilize magic to exert your dominance over another.", @@ -757,7 +757,7 @@ "rote-effect": "Effects", "hex-advance1": "Take another Rote", "hex-advance2": "or an additional Rote", - "hex-advance3": "Gain a haven like the Expert with two options", + "hex-advance3": "Gain a Haven, like the Expert, with two options", "hex-advance4": "Take another two Rotes", "hex-advance5": "Choose one Advanced Hex Move", "Pararomantic": "Pararomantic", @@ -801,9 +801,9 @@ "pararomantic-move6.3": "What would distract them?", "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", "pararomantic-equip": "Normal Equipment", - "pararomantic-gear1": "Golf club, baseball bat, cricket bat,
      or hockey stick (2 harm, hand,
      innocuous, messy)", - "pararomantic-gear2": "Pocket knife or multitool (1 harm,
      hand, useful, small)", - "pararomantic-gear3": "Small handgun (2 harm, close, loud,
      reload)", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", "pararomantic-gear4": "Bicycle", "pararomantic-gear5": "Fairly new car in decent condition", "pararomantic-gear6": "Motorcycle", @@ -883,7 +883,7 @@ "exile-weapon": "Ancient Weapons", "exile-gear1": "Sword (2 harm, hand, messy)", "exile-gear2": "Axe (2 harm, hand, messy)", - "exile-gear3": "Big sword (3 harm, hand, messy,
      heavy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", "exile-gear6": "Silver knife (1 harm, hand, silver)", @@ -891,7 +891,7 @@ "exile-gear8": "Crossbow (2 harm, close, slow)", "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", - "exile-gear11": "Spear (2 harm, hand, close)", + "exile-gear11": "Spear (2 harm, hand/close)", "exile-gear12": "Big knife (1 harm, hand)", "exile-gear13": "Cudgel (1 harm, hand)", "exile-gear14": "Martial arts (1 harm, hand)", @@ -911,14 +911,14 @@ "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", "hardcase-weapons": "Hard Case Weapons", "hardcase-gear1": "Crowbar (2 harm, hand, messy)", - "hardcase-gear2": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", "hardcase-gear4": "Huge knife (2 harm, hand, messy)", "hardcase-gear5": "Hand cannon (3 harm, close, loud)", "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", "hardcase-normal": "Normal Weapons", - "hardcase-gear8": ".38 revolver (2 harm, close, reload,
      loud)", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", "hardcase-gear11": "9mm (2 harm, close, loud)", @@ -951,7 +951,7 @@ "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", "luchador-weapons": "Normal Weapons", - "luchador-gear1": ".38 revolver (2 harm, close, reload,
      loud)", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", "luchador-gear2": "9mm (2 harm, close, loud)", "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", "luchador-gear4": "Heavy chain (2 harm, hand, area)", @@ -965,7 +965,7 @@ "luchador-gear11": "Tricked out motorcycle", "luchador-gear12": "Van with custom paint job", "luchador-ally": "another wrestler who has chosen to fight monsters with you", - "luchador-advance1": "Gain a haven like the Expert with two options", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", "Meddlingkid": "Meddling Kid", "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", "meddlingkid-animal": "Animal Allies", @@ -977,7 +977,7 @@ "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", - "meddlingkid-move3.1": "Inflict 1 harm", + "meddlingkid-move3.1": "Inflict 1 harm.", "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", "meddlingkid-move3.3": "Trip or entangle them.", "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", @@ -1011,17 +1011,17 @@ "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", - "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move3": "Eek!: When a monster (or anyone, really) appears on the scene and you find a hiding spot, roll +Sharp. On a 10+, you hide in the best nearby spot before they see you. On a 7-9, you hide okay but pick one", "sidekick-move3.1": "the monster (or person) is now between you and escape.", "sidekick-move3.2": "your hiding spot is bound to be spotted soon.", "sidekick-move3.3": "you leave something important out in the open.", - "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", - "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", - "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-move4": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move5": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move6": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", "sidekick-move7": "Journeyman (or Journeywoman): Take a move that your hero has.", "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", "sidekick-weapons": "Sidekick Weapons", - "sidekick-gear1": ".38 revolver (2 harm, close, reload,
      loud)", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", "sidekick-gear3": "Baseball bat (2 harm, hand)", "sidekick-gear4": "9mm (2 harm, close, loud)", @@ -1079,7 +1079,7 @@ "apocalypse": "Apocalypse", "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", - "apocalypse-sign-example": "Example signs", + "apocalypse-sign-example": "Example Signs", "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", @@ -1163,7 +1163,7 @@ "custom-special-name": "Name of special", "custom-special-description": "Description", "custom-moves": "Playbook Moves", - "custom-move-name": "Namn", + "custom-move-name": "Name", "custom-move-description": "Description", "custom-gear": "Playbook Gear", "random-translation": "Prompting CrowdIn to Update"