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+{
+ "+heavy": "+Heavy",
+ "+heavy_description": "The addition of chain mail, metal plates, a metal helm",
+ "a_2nd_pistol": "x2",
+ "a_blade_or_two": "A Blade or Two",
+ "a_blade_or_two_description": "Perhaps you carry a butterfly knife. Or a big military-issue combat knife. Or a heavy butcher’s cleaver. Or a machete.",
+ "a_consequence": "a consequence",
+ "a_large_weapon": "Electro-Blade",
+ "a_large_weapon_description": "A broad, heavy blade with a plasmoleum-powered device built into the hilt. If the sharpened edge doesn’t finish them, the explosive release of electricity will. ",
+ "handcannon": "Handcannon",
+ "handcannon_description": "A heavy, large-bore handgun that hits like a sledgehammer. Loud. Slow to reload.",
+ "ability_description": "Ability description",
+ "ability_name": "Ability Name",
+ "add_abilities": "Add abilities",
+ "add_contacts": "Add contacts",
+ "add_friends": "Add friends",
+ "add_items": "Add items",
+ "add_type": "Add Type: 2",
+ "add_upgrades": "Add upgrades",
+ "alcahest": "Alcahest",
+ "alchemicals": "Alchemicals",
+ "alias": "Alias",
+ "pumpaction_alleygun": "Pump-Action Scattergun",
+ "pumpaction_alleygun_description": "A simple but very effective firearm that delivers blasts of shot over short distances. Developed for use in the narrow streets and cramped alleyways of modern cities. ",
+ "an_upgrade": "An upgrade",
+ "paranormal_implements": "Paranormal Implements",
+ "paranormal_implements_description": "A resonance gauge for monitoring resonance field activity. Infrared thermometer. Echo frequency scanner. A spirit anchor in the form a small crystal. A pouch of black salt. A vial of electroplasm, designed to break and splatter on impact. A portable echo containment unit. Spectral Disruptor.",
+ "armor": "Armor",
+ "armor_description": "Layers of impact-resistant fabric combined with areas of rigid plate. Bulky and uncomfortable, but offers unparalleled protection.",
+ "armor_uses": "Resources",
+ "hit_squad": "Hit Squad",
+ "assault": "Assault",
+ "assist_a_teammate": "Assist a teammate",
+ "attune": "Attune",
+ "attune_description": "Attune to spirits and the ghost field; channel electroplasmic energy; perceive and communicate with ghosts; understand spectrology.",
+ "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:",
+ "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:",
+ "background": "Background",
+ "background_info": "ACADEMIC / LABOR / NOBLE / MILITARY / PROFESSIONAL / UNDERWORLD",
+ "bandoliers": "Bandoliers",
+ "bestial": "Bestial",
+ "binding_oil": "Binding Oil",
+ "boat": "Boat",
+ "boat_carriage_other": "Boat — Carriage — Other",
+ "bold": "bold",
+ "bolster": "Bolster your crew's reputation or develop a new one.",
+ "bonus_die": "Bonus Die",
+ "bonusdice": "Bonus dice",
+ "bound": "Bound",
+ "militants": "Militants",
+ "broken": "Broken",
+ "burglary_gear": "Burglary Gear",
+ "burglary_gear_description": "A set of lockpicks. A small pry-bar. Cannister of lubricant to silence squeaky hinges. A spool of high-tensile wire and a set of powerful magnets. A small pouch of fine sand. A glasscutter.",
+ "carriage": "Carriage",
+ "chaotic": "Chaotic",
+ "character_mode": "Character Mode",
+ "chat_image": "Image to show alongside chat rolls",
+ "choose_2_features": "choose 2 features",
+ "choose_3_functions": "choose 3 functions",
+ "claim_above_the_law": "Above\nthe Law",
+ "claim_above_the_law_description": "-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar": "Ancient Altar",
+ "claim_ancient_altar_description": "+1d engagement for paranormal approaches",
+ "claim_weird_old_gate": "Weird Old Gate",
+ "claim_ancient_gate": "Ancient Gate",
+ "claim_ancient_gate_description": "Safe passage out of the Bubble",
+ "claim_the_obelisk": "The Obelisk",
+ "claim_the_obelisk_description": "-1 stress cost for all paranormal powers / rituals",
+ "claim_ancient_tower": "Ancient Tower",
+ "claim_ancient_tower_description": "+1d to Consort w/ resonance entities on site",
+ "claim_hostel": "Hostel",
+ "claim_hostel_description": "+1 scale for your Muscle cohorts",
+ "claim_luxury_retreat": "Luxury Retreat",
+ "claim_luxury_retreat_description": "+1 scale for your Egghead cohorts",
+ "claim_popular_support": "Bluecoat\nConfederates",
+ "claim_popular_support_description": "+1d engagement for assault approaches",
+ "claim_paid_off_bluecoats": "Paid-Off Bluecoats",
+ "claim_paid_off_bluecoats_description": "-2 heat per score",
+ "claim_bluecoat_intimidation": "Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description": "-2 heat per score",
+ "claim_catacombs": "\nCatacombs",
+ "claim_catacombs_description": "+1d to Study or\nTinker on site",
+ "claim_city_records": "City Records",
+ "claim_city_records_description": "+1d engagement for stealth approaches",
+ "claim_secret_pathways": "Secret Pathways",
+ "claim_secret_pathways_description": "+1d engagement for stealth approaches",
+ "claim_cloister": "Cloister",
+ "claim_cloister_description": "+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities": "Cover Identities",
+ "claim_cover_identities_description": "+1d engagement for deception and social approaches",
+ "claim_cover_operation": "Cover Operation",
+ "claim_cover_operation_description": "-2 heat per score",
+ "claim_covert_drops": "Covert Drops",
+ "claim_covert_drops_description": "+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens": "Defiant\nCitizens",
+ "claim_defiant_citizens_description": "Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted": "Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description": "+2 rep on scores\nagainst the law",
+ "claim_drug_den": "Drug Den",
+ "claim_drug_den_description": "(Tier roll) - Heat = stacks in downtime",
+ "claim_vip_lounge": "VIP Lounge",
+ "claim_vip_lounge_description": "+2 stacks for high-class targets",
+ "claim_covert_funding": "Covert Funding",
+ "claim_covert_funding_description": "+2 stacks for sabotage or assassination",
+ "claim_fierce_allies": "\nFierce Allies",
+ "claim_fierce_allies_description": "All your experts\nare loyal",
+ "claim_fighting_pits": "Fighting Pits",
+ "claim_fighting_pits_description": "(Tier roll) - Heat = stacks in downtime",
+ "claim_dive_bar": "Dive Bar",
+ "claim_dive_bar_description": "+2 stacks for lower-class targets",
+ "claim_convoy": "Convoy",
+ "claim_convoy_description": "Your cohorts have their own vehicles",
+ "claim_lounge_bar": "Lounge Bar",
+ "claim_lounge_bar_description": "(Tier roll) - Heat = stacks in downtime",
+ "claim_gambling_hall": "Gambling Hall",
+ "claim_gambling_hall_description": "(Tier roll) - Heat = stacks in downtime",
+ "claim_gambling_den": "Gambling Den",
+ "claim_gambling_den_description": "(Tier roll) - Heat = stacks in downtime",
+ "claim_hagfish_farm": "Hagfish Farm",
+ "claim_hagfish_farm_description": "Body disposal,+1d to reduce heat after killing",
+ "claim_hidden_paths": "\nHidden Paths",
+ "claim_hidden_paths_description": "+1d to Prowl back\nto your lair",
+ "claim_dispensary": "Dispensary",
+ "claim_natural_healer": "Natural Healer",
+ "claim_dispensary_description": "+1d to healing rolls",
+ "claim_informants": "Informants",
+ "claim_informants_description": "+1d gather info for scores",
+ "claim_interview_room": "'Interview Room'",
+ "claim_interview_room_description": "+1d to Command and Sway on site",
+ "claim_luxury_venue": "Luxury Venue",
+ "claim_luxury_venue_description": "+1d to Consort and Sway on site",
+ "claim_local_graft": "Local Graft",
+ "claim_local_graft_description": "+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes": "\nLocal Heroes",
+ "claim_local_heroes_description": "+1d to indulge\nvice",
+ "claim_lookouts": "Lookouts",
+ "claim_lookouts_description": "+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence": "Loyal Fence",
+ "claim_loyal_fence_description": "+2 stacks for smuggling or hijacking",
+ "claim_luxury_fence": "Luxury Fence",
+ "claim_luxury_fence_description": "+2 stacks for art or jewellery heists",
+ "claim_shadowy_fixer": "Shadowy Fixer",
+ "claim_shadowy_fixer_description": "+2 stacks for bank or intel heists",
+ "claim_offertory": "Offertory",
+ "claim_offertory_description": "+2 coin for occult\noperations",
+ "claim_personal_clothier": "Personal\nClothier",
+ "claim_personal_clothier_description": "+1d engagement\nroll for social plans",
+ "claim_protection_racket": "Protection Racket",
+ "claim_protection_racket_description": "(Tier roll) - Heat = stacks in downtime",
+ "claim_wellness_class": "Wellness Class",
+ "claim_wellness_class_description": "(Tier roll) - Heat = stacks in downtime",
+ "claim_publicity": "\nPublicity",
+ "claim_publicity_description": "+2 rep on\ntakedown scores",
+ "claim_sacred_nexus": "Sacred Nexus",
+ "claim_sacred_nexus_description": "+1d to healing\nrolls",
+ "claim_sanctuary": "Sanctuary",
+ "claim_sanctuary_description": "+1d to Command\nand Sway on site",
+ "claim_meeting_hall": "Meeting Hall",
+ "claim_meeting_hall_description": "+1d to Command and Sway on site",
+ "claim_temple": "Temple",
+ "claim_temple_description": "+1d to Command and Sway on site",
+ "claim_secret_routes": "Secret Routes",
+ "claim_secret_routes_description": "+1d engagement for transport approaches",
+ "claim_high_stakes_game": "High Stakes Game",
+ "claim_high_stakes_game_description": "(Tier roll) - Heat = coin in downtime",
+ "claim_abandoned_lab": "Abandoned Lab",
+ "claim_abandoned_lab_description": "+1d to Attune on site",
+ "claim_street_fence": "Street Fence",
+ "claim_street_fence_description": "+2 coin for lower-\nclass targets",
+ "claim_surplus_caches": "Surplus Caches",
+ "claim_surplus_caches_description": "+2 coin for product\nsale or supply",
+ "claim_tavern": "Tavern",
+ "claim_tavern_description": "+1d to Consort\nand Sway on site",
+ "claim_donations": "Donations",
+ "claim_donations_description": "+2 stacks for battle or demonstration",
+ "claim_donations2": "Donations",
+ "claim_donations2_description": "+2 stacks for paranormal operations",
+ "claim_the_hookup": "The Hookup",
+ "claim_the_hookup_description": "Smugglers, +1d to\nacquire asets",
+ "claim_shady_hotel": "Shady Hotel",
+ "claim_shady_hotel_description": "+1 scale for your Skulks cohorts",
+ "claim_turf": "Turf",
+ "claim_turf_militants_description": "Add new preferred operation",
+ "claim_turf_dealers_description": "1 unit can be moved for 1 stack in down-time (take 1 heat)",
+ "claim_turf_description": "Expand hunting grounds and add new preferred operation",
+ "claim_turf_racers_description": "Expand local circuit and add new preferred operation",
+ "claim_social_clubs": "Social Club",
+ "claim_social_clubs_description": "(Tier roll) - Heat = stacks in downtime",
+ "claim_chop_shop": "Chop Shop",
+ "claim_chop_shop_description": "(Tier roll) - Heat = stacks in downtime",
+ "claim_friendly_ink_rake": "Friendly Ink Rake",
+ "claim_friendly_ink_rake_description": "+1 rep per score",
+ "claim_vip_status": "VIP Status",
+ "claim_vip_status_description": "+1d to acquire assets",
+ "claim_secret_caches": "Secret Caches",
+ "claim_secret_caches_description": "Stockpiles give you +1d to acquire assets",
+ "claim_warehouse": "Warehouse",
+ "claim_warehouse_description": "Stockpiles give you +1d to acquire assets",
+ "claim_legendary_target": "Legendary Target",
+ "claim_legendary_target_description": "Tier V target, 15 rep, 10 stacks (one-off opportunity)",
+ "claim_double_contract": "Double Contract",
+ "claim_double_contract_description": "Legendary Target includes second hit, for +10 bonus stacks",
+ "claim_detailed_map": "Detailed Maps",
+ "claim_detailed_map_description": "+2d engagement for Legendary Target score",
+ "claim_elusive_target": "Elusive Target",
+ "claim_elusive_target_description": "Tier IV target, +5 bonus rep (one-off opportunity)",
+ "claim_clock_the_routine": "Clock the Routine",
+ "claim_clock_the_routine_description": "2 free flashbacks during Legendary Target score",
+ "claim_critical_strike": "Critical Strike",
+ "claim_critical_strike_description": "Tier V target, target drops 2 Tiers",
+ "claim_expropriation": "Expropriation",
+ "claim_expropriation_description": "Critical Strike includes +10 bonus stacks",
+ "claim_catalyst_action": "Catalyst Action",
+ "claim_catalyst_action_description": "Tier IV target, creates new Tier II faction (+2 status)",
+ "claim_key_conspirator": "Key Conspirator",
+ "claim_key_conspirator_description": "+2d engagement for Critical Strike score",
+ "claim_grassroot_support": "Grassroot Support",
+ "claim_grassroot_support_description": "New faction from Catalyst Action will be +3 status",
+ "claim_the_big_score": "The Big Score",
+ "claim_the_big_score_description": "Tier V target, 30 stacks (one-off opportunity)",
+ "claim_inside_mark": "Inside Mark",
+ "claim_inside_mark_description": "Target for the Big Score counts as -1 Tier for that score ",
+ "claim_double_jackpot": "Double Jackpot",
+ "claim_double_jackpot_description": "Two birds, one stone. The Big Score earns +10 bonus stacks",
+ "claim_cover_story": "Cover Story",
+ "claim_cover_story_description": "+2d engagement for the Big Score",
+ "claim_jackpot": "Jackpot",
+ "claim_jackpot_description": "Tier IV target, 15 stacks (one-off opportunity)",
+ "claim_reality_shift": "Reality Shift",
+ "claim_reality_shift_description": "Tier IV target, creates new anomaly (one-off opportunity)",
+ "claim_ancient_tomes": "Ancient Tomes",
+ "claim_ancient_tomes_description": "+2d engagement for Reality Tear score",
+ "claim_notable_skeptic": "Notable Skeptic",
+ "claim_notable_skeptic_description": "Successful Reality Tear score includes +4 rep",
+ "claim_reality_tear": "Reality Tear",
+ "claim_reality_tear_description": "Tier V target, creates new mega anomaly",
+ "claim_interested_party": "Interested Party",
+ "claim_interested_party_description": "Reality Tear score includes +6 bonus stacks",
+ "claim_local_supplier": "Local Supplier",
+ "claim_local_supplier_description": "Once per downtime, take 1 heat to gain 1 unit",
+ "claim_smuggler": "Smuggler",
+ "claim_smuggler_description": "Once per downtime, take 1 heat to gain 2 units",
+ "claim_manufacturer": "Manufacturer",
+ "claim_manufacturer_description": "Once per downtime, take 1 heat to gain 2 units",
+ "claim_airship": "Airship",
+ "claim_airship_description": "Once per downtime, take 1 heat to gain 3 units",
+ "claim_local_fiends": "Local Fiends",
+ "claim_local_fiends_description": "All turf generates +1 stack when moving units",
+ "claim_citywide": "City-Wide",
+ "claim_citywide_description": "All turf generates +1 stack when moving units",
+ "claim_luxury_venue2": "Luxury Venue",
+ "claim_luxury_venue2_description": "+1d to Consort and Sway on site, +2 stacks for social intrigue",
+ "claim_key_influencer": "Key Influencer",
+ "claim_key_influencer_description": "All turf generates +1 stack when moving units",
+ "claim_vip_clients": "VIP Clients",
+ "claim_vip_clients_description": "All turf generates +1 stack when moving units",
+ "claim_branding": "Branding",
+ "claim_branding_description": "+1d engagement for social plans, +2 stacks for bulk sale or supply",
+ "claim_money_laundering": "Money-Laundering",
+ "claim_money_laundering_description": "Take -3 heat from gaining/moving units, every downtime",
+ "claim_top_secret_intel": "Top Secret Intel",
+ "claim_top_secret_intel_description": "+2d engagement for Monopoly score",
+ "claim_monopoly": "Monopoly",
+ "claim_monopoly_description": "Tier V target, all Turf can move 2 units per downtime",
+ "claim_weird_old_maps": "Weird Old Maps",
+ "claim_weird_old_maps_description": "+2d engagement for the Deathlands Race",
+ "claim_deathlands_race": "Deathlands Race",
+ "claim_deathlands_race_description": "Tier IV opponents, 10 rep, 15 stacks (one-off)",
+ "claim_secret_hit": "Secret Hit",
+ "claim_secret_hit_description": "Kill a target during Deathlands Race for +5 bonus stacks",
+ "claim_big_street_race": "Big Street Race",
+ "claim_big_street_race_description": "Tier III opponents, 15 stacks (one-off opportunity)",
+ "claim_bets_placed": "Bets Placed",
+ "claim_bets_placed_description": "+5 bonus stacks for the Deathlands Race",
+ "clanking": "Clanking",
+ "climbing_gear": "Climbing Gear",
+ "climbing_gear_description": "A large coil of nylon rope. Grappling hooks. A small pouch of chalk dust. A climbing harness with loops and carabiners. A set of steel pitons and a small mallet. Suction cups.",
+ "clock_name": "Clock Name",
+ "clocks": "Clocks",
+ "clocks_only": "Show clocks only",
+ "cohort": "Cohort",
+ "cohort_quality": "Cohort Quality",
+ "cohorts": "Cohorts",
+ "coin": "Stacks",
+ "cold": "Cold",
+ "command": "Command",
+ "command_description": "Command obedience with your force of personality; intimidate or threaten; lead an action with one of the crew's gangs.",
+ "consequence": "Consequence",
+ "consort": "Consort",
+ "consort_description": "Consort with connections from your heritage, background, friends, or rivals to gain access to resources, information, people, or places.",
+ "contact_name": "Contact name",
+ "contacts": "Contacts",
+ "controlled": "Controlled",
+ "crew": "Crew",
+ "crew_ability_accord": "Accord",
+ "crew_ability_accord_description": "Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands": "All Hands",
+ "crew_ability_all_hands_description": "During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed": "Anointed",
+ "crew_ability_anointed_description": "You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word": "As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description": "You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers": "Avengers",
+ "crew_ability_avengers_description": "Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers": "Blood Brothers",
+ "crew_ability_blood_brothers_description": "When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness": "Bound in Darkness",
+ "crew_ability_bound_in_darkness_description": "You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen": "Chosen",
+ "crew_ability_chosen_description": "Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction": "Conviction",
+ "crew_ability_conviction_description": "Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make — from now until you indulge this vice again.",
+ "crew_ability_crow's_veil": "Crow's Veil",
+ "crew_ability_crow's_veil_description": "Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous": "Dangerous",
+ "crew_ability_dangerous_description": "Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly": "Deadly",
+ "crew_ability_deadly_description": "Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers": "Door Kickers",
+ "crew_ability_door_kickers_description": "When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath": "Emberdeath",
+ "crew_ability_emberdeath_description": "Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals": "Everyone Steals",
+ "crew_ability_everyone_steals_description": "Each PC may add +1 action rating to Prowl, Finesse, or Wrench (up to a max rating of 3).",
+ "crew_ability_favors": "Favors",
+ "crew_ability_favors_description": "Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends": "Fiends",
+ "crew_ability_fiends_description": "Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire": "Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description": "Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes": "Ghost Echoes",
+ "crew_ability_ghost_echoes_description": "From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market": "Ghost Market",
+ "crew_ability_ghost_market_description": "Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage": "Ghost Passage",
+ "crew_ability_ghost_passage_description": "From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate": "Glory Incarnate",
+ "crew_ability_glory_incarnate_description": "Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society": "High Society",
+ "crew_ability_high_society_description": "It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked": "Hooked",
+ "crew_ability_hooked_description": "Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through": "Just Passing Through",
+ "crew_ability_just_passing_through_description": "During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage": "Leverage",
+ "crew_ability_leverage_description": "Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family": "Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description": "Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection": "Misdirection",
+ "crew_ability_misdirection_description": "At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass": "Moral Compass",
+ "crew_ability_moral_compass_description": "Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces": "No Traces",
+ "crew_ability_no_traces_description": "When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats": "Pack Rats",
+ "crew_ability_pack_rats_description": "Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron": "Patron",
+ "crew_ability_patron_description": "When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators": "Predators",
+ "crew_ability_predators_description": "When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers": "Reavers",
+ "crew_ability_reavers_description": "When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades": "Renegades",
+ "crew_ability_renegades_description": "Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots": "Roots",
+ "crew_ability_roots_description": "During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood": "Sealed in Blood",
+ "crew_ability_sealed_in_blood_description": "Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story": "Second Story",
+ "crew_ability_second_story_description": "When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues": "Silver Tongues",
+ "crew_ability_silver_tongues_description": "Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery": "Slippery",
+ "crew_ability_slippery_description": "When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized": "Synchronized",
+ "crew_ability_synchronized_description": "When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff": "The Good Stuff",
+ "crew_ability_the_good_stuff_description": "Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side": "Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description": "When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation": "Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description": "Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_versatile": "Versatile",
+ "crew_ability_versatile_description": "Choose a special ability from another crew (can be taken more than once).",
+ "crew_ability_vipers": "Vipers",
+ "crew_ability_vipers_description": "When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs": "War Dogs",
+ "crew_ability_war_dogs_description": "When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry": "Zealotry",
+ "crew_ability_zealotry_description": "Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement": "Crew Advancement",
+ "crew_hit_squad_contact_0": "Vestine Keel, a crime boss",
+ "crew_hit_squad_contact_1": "Beesby, a deal broker",
+ "crew_hit_squad_contact_2": "Tilton, a vengeful aristocrat",
+ "crew_hit_squad_contact_3": "Mowsley, a cult leader",
+ "crew_hit_squad_contact_4": "Hush, a Reality Warden",
+ "crew_hit_squad_contact_5": "Yugo Xantara, a powerful CEO",
+ "crew_hit_squad_description": "Contract Killers - Discreet And Skilled Assassins",
+ "crew_hit_squad_hunting_grounds_description": "Preferred Operations: Accident — Disappearance — Murder — Ransom",
+ "crew_hit_squad_hunting_grounds_type": "Hunting Grounds",
+ "crew_hit_squad_hunting_grounds_blurb": "Get +1d to gather information rolls and free downtime activity for preferred operations in your hunting grounds",
+ "crew_hit_squad_xp_condition": "Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_militants_contact_0": "Davran, a foreign diplomat",
+ "crew_militants_contact_1": "Hickling, a union organizer",
+ "crew_militants_contact_2": "Eaves, a Palace handler",
+ "crew_militants_contact_3": "Kannick, a Blackthorn Park handler",
+ "crew_militants_contact_4": "Sovata, a student leader",
+ "crew_militants_contact_5": "Kastor, a weapons dealer",
+ "crew_militants_description": "Activists Pushing For Revolutionary Change",
+ "crew_militants_hunting_grounds_description": "Preferred Operations: Assassination / Demonstration / Sabotage / Battle",
+ "crew_militants_hunting_grounds_type": "Enemies of the Cause (x2)",
+ "crew_militants_hunting_grounds_blurb": "Get +1d to gather information rolls and free downtime activity for preferred operations against enemies of the cause",
+ "crew_militants_xp_condition": "A successful assassination, demonstration, sabotage or battle operation.",
+ "crew_utopians_contact_0": "Galliston, an academic",
+ "crew_utopians_contact_1": "Friswell, an aristocrat",
+ "crew_utopians_contact_2": "Netherley, an astronomer",
+ "crew_utopians_contact_3": "Tarn, a paranormal experimentalist",
+ "crew_utopians_contact_4": "Lockmore, a disgraced intellectual",
+ "crew_utopians_contact_5": "Wend, a spiritual explorer",
+ "crew_utopians_description": "ESOTERIC BELIEVERS USHERING IN AN UNSETTLING VISION",
+ "crew_utopians_hunting_grounds_description": "Discovery / Attainment / Stabilization / Experimentation",
+ "crew_utopians_hunting_grounds_type": "ANOMALIES: Discovery / Attainment / Stabilization / Experimentation",
+ "crew_utopians_hunting_grounds_blurb": "Get +1d to gather information rolls and a free downtime activity for operations that involve any of the above",
+ "crew_utopians_xp_condition": "Advancing the realization of your utopian vision.",
+ "crew_description": "A short crew description",
+ "crew_dealers_contact_0": "Sevoy, a magistrate",
+ "crew_dealers_contact_1": "Vera, a smuggler",
+ "crew_dealers_contact_2": "Blodgett, a bluecoat",
+ "crew_dealers_contact_3": "Sloan, a gang boss",
+ "crew_dealers_contact_4": "Marlyn, a party animal",
+ "crew_dealers_contact_5": "Crimson, a fixer",
+ "crew_dealers_description": "Pushers Who Acquire And Sell Illegal Product",
+ "crew_dealers_hunting_grounds_description": "Preferred Operations: Show Of Force / Social Intrigue / Bulk Acquisition / Bulk Sale ",
+ "crew_dealers_hunting_grounds_type": "Sales Territory",
+ "crew_dealers_hunting_grounds_blurb": "Get +1d to gather information rolls and free downtime activity for preferred operations in your sales territory. You can use your sales territory to move 1 unit of product for 1 stack during downtime (take 1 heat). ",
+ "crew_dealers_xp_condition": "Successful bulk sale or acquisition, show of force, or socialize operation.",
+ "crew_mode": "Crew Mode",
+ "crew_heist_team_contact_0": "Malloy, a casino host",
+ "crew_heist_team_contact_1": "Caldwell, an art forger",
+ "crew_heist_team_contact_2": "Bloom, a collector",
+ "crew_heist_team_contact_3": "Nagel, an aristocrat",
+ "crew_heist_team_contact_4": "Catton, a hotel concierge",
+ "crew_heist_team_contact_5": "Rusty, an information broker",
+ "crew_heist_team_description": "Expert Thieves Who Execute Elaborate Crimes",
+ "crew_heist_team_hunting_grounds_description": "Preferred Operations: Bank Heists / Art Heists / Intel Heists / Jewellery Heists",
+ "crew_heist_team_hunting_grounds_type": "Hunting Grounds",
+ "crew_heist_team_hunting_grounds_blurb": "Get +1d to gather information rolls and a free downtime activity for preferred operations in your hunting grounds",
+ "crew_heist_team_xp_condition": "A successful bank heist, art heist, intel heist or jewellery heist.",
+ "crew_sheet": "Crew sheet",
+ "crew_racers_contact_0": "Karson, a bookmaker",
+ "crew_racers_contact_1": "Rinse, a drug dealer",
+ "crew_racers_contact_2": "Ivory, an arms dealer",
+ "crew_racers_contact_3": "Baine, a Palace spy",
+ "crew_racers_contact_4": "Buddy, a mechanic",
+ "crew_racers_contact_5": "Vreen, owns the autodrome",
+ "crew_racers_description": "Thrill-Seekers, Smugglers, \nDare-Devils And Family",
+ "crew_racers_hunting_grounds_description": "Preferred Operations: Smuggling / Hijacking / Racing / Hot Pursuit",
+ "crew_racers_hunting_grounds_type": "LOCAL CIRCUIT",
+ "crew_racers_hunting_grounds_blurb": "Get +1d to gather information rolls and free downtime activity for preferred operations that start in your local circuit",
+ "crew_racers_xp_condition": "Execute a successful smuggling, hijacking, racing, or hot pursuit operation.",
+ "crew_tier": "Crew Tier",
+ "crew_upgrade_assassin_rigging": "Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge": "Airship (+mobility for base)",
+ "crew_upgrade_militant_rigging": "Militant rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage": "Camouflage (vehicles are very well concealed at rest)",
+ "crew_upgrade_composed": "Composed (+1 stress box)",
+ "crew_upgrade_utopians_rigging": "Utopian rigging (2 free load of documents or implements)",
+ "crew_upgrade_dedicated_crafters": "Dedicated crafters",
+ "crew_upgrade_elite_eggheads": "Elite Eggheads",
+ "crew_upgrade_elite_hustlers": "Elite Hustlers",
+ "crew_upgrade_elite_rovers": "Elite Runners",
+ "crew_upgrade_elite_skulks": "Elite Skulks",
+ "crew_upgrade_elite_thugs": "Elite Muscle",
+ "crew_upgrade_hardened": "Hardened (+1 trauma box)",
+ "crew_upgrade_dealers_rigging": "Dealer's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts": "Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars": "Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_awakened": "Awakened (+1 trauma box)",
+ "crew_upgrade_ritual_lounge_in_lair": "Ritual lounge (in base)",
+ "crew_upgrade_smuggler's_rigging": "Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_steady": "Steady (+1 stress box)",
+ "crew_upgrade_heist_rigging": "Heist rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken": "Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys": "Secret maps, and various keys and passcards",
+ "crew_upgrade_vigilantes_attire": "Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight": "Willing to Fight (Experts are braves)",
+ "crew_upgrades": "Crew Upgrades",
+ "crew_vigilantes_contact_0": "Mara, a chief inspector",
+ "crew_vigilantes_contact_1": "Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2": "Soren, a restless ghost",
+ "crew_vigilantes_contact_3": "Remira, a reluctant Lampblack",
+ "crew_vigilantes_contact_4": "Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5": "Badger, a brilliant inventor",
+ "crew_vigilantes_description": "Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description": "Uniting — Interference — Resistance — Terror",
+ "crew_vigilantes_hunting_grounds_type": "Protected Grounds",
+ "crew_vigilantes_xp_condition": "Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "utopians": "Utopians",
+ "cutter": "Cutter",
+ "dark_talent": "Vampire's Dark Talent:",
+ "deadlocks": "Deadlocks",
+ "deception": "Deception",
+ "deity": "Deity",
+ "deity_features_info": "Alluring — Cruel — Ferocious — Monstrous — Radiant — Sinister — Serene — Transcendent",
+ "deity_label": "Label to use for Deity",
+ "demolition_tools": "Demolition Tools",
+ "demolition_tools_description": "A heavy drill. Crowbar. Explosive putty and blasting caps. Thermite charges. Vials of acid. A sledgehammer. A blowtorch.",
+ "description": "Description",
+ "desperate": "Desperate",
+ "destructive": "Destructive",
+ "detail_assault": "Attack point",
+ "detail_deception": "Approach",
+ "detail_occult": "Strange power",
+ "detail_social": "Connection",
+ "detail_stealth": "Entry point",
+ "detail_transport": "Moment of impact",
+ "devils_bargain": "Devil's Bargain",
+ "documents": "Documents",
+ "documents_description": "A folder of paperwork on a variety of topics, including a registry of the nobility, bluecoat commanders, and other notable citizens. Blank pages, a pen. A number of interesting maps. Some relevant print-outs of archival information, prepared before the score.",
+ "drain": "Drain",
+ "drift_oil": "Drift Oil",
+ "drown_powder": "Drown Powder",
+ "edges": "Edges",
+ "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite": "Elite",
+ "engagement": "Engagement",
+ "entanglement": "Entanglement",
+ "expert": "Expert",
+ "express_crew": "Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes": "Extra xp boxes for vampires",
+ "eyeblind_poison": "Eyeblind Poison",
+ "faction_barrowcleft": "Barrowcleft",
+ "faction_bluecoats": "Bluecoats",
+ "faction_bluecoats_notes": "The City Watch of Duskwall, tasked with upholding the law. Decades of PR have rebranded them as your friendly local constables, but they are still just as corrupt, violent, and cruel as ever. ",
+ "faction_brightstone": "Brightstone",
+ "faction_cabbies": "Cabbies",
+ "faction_cabbies_notes": "Autopod taxi drivers. An impressive gossip network.",
+ "faction_charhollow": "Charhollow",
+ "faction_charterhall": "Charterhall",
+ "faction_city_council": "City Council",
+ "faction_city_council_notes": "The elected rulers of the city government. Mostly aristocrats and nobles.",
+ "faction_coalridge": "Coalridge",
+ "faction_crow's_foot": "Crowfoot",
+ "faction_dagger_isles_consulate": "Dagger Isles Consulate",
+ "faction_dunslough": "Dunslough",
+ "faction_gondoliers": "Gondoliers",
+ "faction_gondoliers_notes": "Most boats are now automated, but a handful of old gondoliers still work the canals. Said to know forgotten secrets of the dark.",
+ "faction_imperial_military": "Imperial Military",
+ "faction_imperial_military_notes": "Although the Age of Consensus is a “time of peace”, the Imperium is always at war. Garrisons are posted at Gaddoc Monorail Station, aboard the naval destroyer Nightcastle, and at the Premiere’s stronghold (about 1000 troops in total). The military also runs a training camp east of Doskvol for fresh conscripts, along with a prison for draft-dodgers and deserters. ",
+ "faction_inspectors": "Inspectors",
+ "faction_inspectors_notes": "The criminal investigators of the City Watch. They have a reputation for ethics and integrity (no one likes them). They present evidence for prosecutions to the city magistrates.",
+ "faction_ironhook_prison": "Ironhook Prison",
+ "faction_ironhook_prison_notes": "A rusting relic of centuries past, where many scoundrels spend the bulk of their lives. In danger of being replaced by the Lusk Reform Technique.",
+ "faction_iruvian_consulate": "Iruvian Consulate",
+ "faction_laborers": "Laborers",
+ "faction_lord_scurlock": "Lord Scurlock",
+ "faction_lord_scurlock_notes": "An old recluse. Possibly a vampire. Obsessed with paranormal secrets.",
+ "faction_mode": "Faction Mode",
+ "faction_nightmarket": "Nightmarket",
+ "faction_notes": "Faction notes",
+ "faction_the_rail_jacks": "The Rail Jacks",
+ "faction_the_rail_jacks_notes": "The remnants of the former union of ghostlands train guards, who turned to crime when their services were replaced by robotic hulls. Paranormal specialists and underworld muscle for hire.",
+ "faction_severosi_consulate": "Severosi Consulate",
+ "faction_silkshore": "Silkshore",
+ "faction_six_towers": "Six Towers",
+ "faction_the_docks": "The Docks",
+ "faction_the_unseen": "The Unseen",
+ "faction_the_unseen_notes": "A highly organized and powerful group with secret membership. Thought to pull the strings of most of Doskvol. ",
+ "faction_scorpion_syndicate": "SCORPION Syndicate",
+ "faction_scorpion_syndicate_notes": "A massive and sophisticated Severosi drug-smuggling operation, mainly dealing in black lotus. ",
+ "faction_strangford_michter": "Strangford-Michter Financial ",
+ "faction_strangford_michter_notes": "A powerful investment firm with a habit of backing illegal ventures off the books. Has stakes in a large number of criminal groups and shady scientific projects.",
+ "faction_mirror_house": "Mirror House",
+ "faction_mirror_house_notes": "Rogue scientists dedicated to the discovery and exploitation of metaphysical anomalies. ",
+ "faction_the_golden_hand": "The Golden Hand",
+ "faction_the_golden_hand_notes": "A high-tech criminal organisation, known for using gold-plated hulls to do its dirty work.",
+ "faction_the_tomorrow_program": "The Tomorrow Program",
+ "faction_the_tomorrow_program_notes": "A hedonistic association of notable scientists, writers, artists, performers and dreamers. Lots of parties. Cover for extortion, graft, and murder.",
+ "faction_red_torque": "Red Torque",
+ "faction_red_torque_notes": "A tight-knit gang of elite racing drivers who use their skills for criminal ends. Ambitious, angry, and fast.",
+ "faction_silk": "Silk",
+ "faction_silk_notes": "A mysterious and legendary cat burglar, or possibly several of them. Every heist more ambitious than the last. Enjoys stealing the score from lesser thieves at the last moment. ",
+ "faction_the_burn_corps": "The Burn Corps",
+ "faction_the_burn_corps_notes": "The radical militant arm of Burning Orange, the Severosi social activism collective. The Burn Corps is dedicated to armed self-defence, particularly against bluecoat brutality. ",
+ "faction_the_gallo_family": "The Gallo Family",
+ "faction_the_gallo_family_notes": "A tight-knit criminal enterprise with deep roots in Silkshore. Gambling, loan sharking, and narcotics trafficking.",
+ "faction_the_keel_twins": "The Keel Twins",
+ "faction_the_keel_twins_notes": "Identical twin sisters, ruthless gangsters, and minor nightlife celebrities. Many smaller gangs pay up to the Keels.",
+ "faction_the_limmerfield_gang": "The Limmerfield Gang",
+ "faction_the_limmerfield_gang_notes": "A tough gang with a reputation for brutality and strangeness.",
+ "faction_the_lounge_rats": "The Lounge Rats",
+ "faction_the_lounge_rats_notes": "A seedy group of lounge-lizards and nightclub-owners. Extortion rackets, drug-dealing, and illegal gambling.",
+ "faction_d13": "D-13",
+ "faction_d13_notes": "Ex-soldiers with no future, forced to pursue criminal opportunities. ",
+ "faction_leatherbacks": "Leatherbacks",
+ "faction_leatherbacks_notes": "Rough and rowdy autocycle racers. A youth subculture as much as a gang. Named for their ubiquitous colorful leather jackets. ",
+ "faction_the_mustangs": "The Mustangs",
+ "faction_the_mustangs_notes": "A stickball team turned to crime. Team uniforms, facepaint, stickball bats.",
+ "faction_paxton": "Paxton",
+ "faction_paxton_notes": "A champion bare-knuckle boxer and a larger-than-life personality. Has spent more time inside Ironhook than out. Just got out on parole for the 7th time.",
+ "faction_section6": "Section 6",
+ "faction_section6_notes": "Responsible for the disposal of the dead, as well as enforcing Reality Constancy Law (investigating anomalies and unlicensed paranormal experimentation). ",
+ "faction_the_palace": "The Palace",
+ "faction_the_palace_notes": "The Imperial Intelligence Agency, or I.I.A. Spends as much time neutralising internal threats to its own power as it does clashing with Blackthorn Park. ",
+ "faction_ministry_of_discovery": "Ministry of Discovery",
+ "faction_ministry_of_discovery_notes": "Responsible for the research, acquisition, and application of new technologies in service to the Imperium.",
+ "faction_ministry_of_stability": "Ministry of Stability",
+ "faction_ministry_of_stability_notes": "The governmental body of the Imperium that oversees border security, transportation between cities, and the disbursement of food and other vital resources. ",
+ "faction_the_church": "The Church",
+ "faction_the_church_notes": "'The Church of the Ecstasy of the Flesh', or the 'C of E'. They honor the life of the body and deem the transcendent, spiritual, or otherworldly to be heretical. Ruthless enforcers of conformity.",
+ "faction_the_strelai": "The Strelai",
+ "faction_the_strelai_notes": " Counter-paranormal secret agents with mysterious motives and affiliation. ",
+ "faction_blackthorn_park": "Blackthorn Park",
+ "faction_blackthorn_park_notes": "The foreign intelligence service of the United Skov Covenant. As Doskvol is the closest city to the border between Skovlan and Akoros, and contains a large population of Skovlanders, it’s a flashpoint in the covert war between Blackthorn Park and the Palace.",
+ "faction_burning_orange": "Burning Orange",
+ "faction_burning_orange_notes": "A collective of indigenous activists from Severos, with a focus on social and environmental issues.",
+ "faction_new_reform_clinic": "New Reform Clinic",
+ "faction_new_reform_clinic_notes": "A small but well-funded facility near Ironhook Prison. Pioneers of the Lusk Reform Technique; they can turn the most violent criminal into one of the reformed (vacant-eyed hollows) and also produce a brand new hull to serve the city. ",
+ "faction_anixis_field_unit": "Anixis Field Unit",
+ "faction_anixis_field_unit_notes": "Newly independent in the wake of Unity War III, Iruvia has entered an isolationist period. Their intelligence agency (Anixis) maintains a small field unit in Doskvol to monitor the other spy agencies and advance Iruvian interests where possible. ",
+ "faction_the_doskvol_foundation": "The Doskvol Foundation",
+ "faction_the_doskvol_foundationnotes": "A powerful consortium of property developers, architects, and builders. Many of their enemies have disappeared behind the brick and mortar of the city.",
+ "faction_saltfords_banking_group": "Saltfords Banking Group",
+ "faction_saltfords_banking_group_notes": "After a wave of consolidations and acquisitions, Saltfords has survived as the largest and most powerful bank in Doskvol. ",
+ "faction_xantara_pharm": "Xantara Pharm",
+ "faction_xantara_pharm_notes": "A profiteering pharmaceutical company that churns out pills of every kind and flavour—Dizzy Drops, Smiletime, Go-Go Pills, you name it.",
+ "faction_ink_lane_tabloids": "Ink Lane Tabloids",
+ "faction_ink_lane_tabloids_notes": "The notorious tabloids of Doskvol; the Daily Scandal, the Evening Whisper, the Doskvol Lurker, News of the Void, and more. Buried amidst the weird and lurid trash are some surprisingly illuminating investigations. ",
+ "faction_service_workers": "Service Workers",
+ "faction_tottle_orlov_arran": "Tottle Orlov Arran",
+ "faction_tottle_orlov_arran_notes": "Advertising agency. Won the contract to create all the posters, plasomovision adverts, and radio content for the official Doskvol Citizen’s Advice Bureau (a government propaganda effort). Very well-connected.",
+ "faction_captain_laudius_blanchet": "Captain Laudius Blanchet",
+ "faction_captain_laudius_blanchet_notes": "Former naval officer turned celebrity Void Sea explorer, filmmaker and author. Runs the controversial (and dangerous) Void Sea Aquarium and Research Facility",
+ "faction_new_dawn": "New Dawn",
+ "faction_new_dawn_notes": "A fast-growing health and wellness cult, with various circles of membership. The commitments and rituals become ever more esoteric as you advance closer to the inner circle.",
+ "faction_carousel": "Carousel",
+ "faction_carousel_notes": "A private research institute dedicated to finding the secret to eternal life. ",
+ "faction_the_kethrys_lodge": "The Kethrys Lodge",
+ "faction_the_kethrys_lodge_notes": "A society for those with a special interest in the paranormal. Conducts seances, experiments, and weird rituals. ",
+ "faction_the_silver_echoes": "The Silver Echoes",
+ "faction_the_silver_echoes_notes": "The most popular band in Doskvol. Detractors claim their horde of fans have been brainwashed by some combination of their electroplasmic instruments, the Resonance Field radios their music is broadcast over, and/or subliminal messages in their lyrics.",
+ "faction_the_old_northport_preservation_society": "The Old North Port Preservation Society",
+ "faction_the_old_northport_preservation_society_notes": "A sect of neo-traditionalists who have reclaimed Old North Port, beyond the safety of the Bubble. They believe that lost rituals and old runes keep them safe. Traditional robes, flower-gathering, effigy-burning. ",
+ "faction_deathsteaders": "Deathsteaders",
+ "faction_deathsteaders_notes": "Survivalists, fugitives, and free-thinkers who have left the safety of the Bubble to make a living in the forbidden Deathlands beyond. ",
+ "faction_plasmovision_social_club": "Plasmovision Social Club",
+ "faction_plasmovision_social_club_notes": "Many homes now have plasmovision sets, beaming in the latest news and entertainment via the Resonance Field. Enthusiasts meet to discuss the latest shows and compare the mind-warping truths they see in the static between programs.",
+ "faction_bowmore_fields": "Bowmore Fields",
+ "faction_new_horizon": "New Horizon",
+ "faction_radiance": "Radiance",
+ "faction_whitecrown": "Whitecrown",
+ "factions1": "Underworld",
+ "factions2": "Institutions",
+ "factions3": "Business & Labor",
+ "factions4": "Fringe",
+ "factions5": "Citizenry",
+ "factions_title": "Factions of Doskvol",
+ "features": "Features",
+ "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type",
+ "finesse": "Finesse",
+ "finesse_description": "Finesse an item from someone's pocket; employ subtle misdirection or sleight-of-hand; handle a vehicle or a mount.",
+ "fire_oil": "Fire Oil",
+ "fixated": "Fixated",
+ "flaws": "Flaws",
+ "flexible_width": "Flexible character sheet width (adapts to container)",
+ "forbidden": "Forbidden",
+ "fortune": "Fortune",
+ "fortune_roll": "Fortune roll",
+ "frame": "Upgrades",
+ "frame_description": "Frame description",
+ "frame_feature": "Frame feature",
+ "friend_name": "Friend name",
+ "friends": "Friends",
+ "functions": "Functions",
+ "functions_info": "to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious": "Furious",
+ "gang": "Gang",
+ "gang_type": "Muscle",
+ "gather_information": "Gather Information",
+ "gatherinfo_are_they_telling": "Are they telling the truth?",
+ "gatherinfo_good_time": "What’s their idea of a good time?",
+ "gatherinfo_wheres_the_party": "Where's the party?",
+ "gatherinfo_how_can_I_blend": "How can I blend in here?",
+ "gatherinfo_how_can_I_discover": "How can I discover [X]?",
+ "gatherinfo_how_can_I_find": "How can I find [X]?",
+ "gatherinfo_how_can_I_get_them": "How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt": "How can I hurt them?",
+ "gatherinfo_how_can_I_reveal": "How can I reveal [X]?",
+ "gatherinfo_what_are_they_really": "What are they really feeling?",
+ "gatherinfo_what_can_I_tinker": "What can I tinker with here?",
+ "gatherinfo_what_do_they_intend": "What do they intend to do?",
+ "gatherinfo_what_do_they_really": "What do they really care about?",
+ "gatherinfo_what_do_they_want": "What do they want most?",
+ "gatherinfo_what_drives_them": "What drives them to do this?",
+ "gatherinfo_what_echoes": "What echoes in the resonance field?",
+ "gatherinfo_what_is_arcane": "What is paranormal or weird here?",
+ "gatherinfo_what_is_hidden": "What is hidden or lost here?",
+ "gatherinfo_what_might_happen": "What might happen if I [X]?",
+ "gatherinfo_what_should_I_look": "What should I look out for?",
+ "gatherinfo_whats_going_on": "What's really going on here?",
+ "gatherinfo_whats_the_best_way": "What's the best way in?",
+ "gatherinfo_where_can_I_hide": "Where can I hide here?",
+ "gatherinfo_where_did_x_go": "Where did [X] go?",
+ "gatherinfo_where_they_vulnerable": "Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage": "Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness": "Where's the weakness here?",
+ "gatherinfo_whos_most_afraid": "Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous": "Who's most dangerous here?",
+ "gatherinfo_whats_the_danger": "What's the danger here?",
+ "gatherinfo_whos_about_to_break": "Who's about to break?",
+ "gatherinfo_upperhand": "How can I get the upperhand?",
+ "gatherinfo_routine": "What's the routine here?",
+ "gear": "Gear",
+ "generate_factions": "Generate Factions",
+ "ghost": "Ghost",
+ "ghost_viceblurb": "You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom": "Gloom",
+ "grenade": "Grenade",
+ "harm": "Harm",
+ "haunted": "Haunted",
+ "dealers": "Dealers",
+ "healing": "Healing",
+ "heat": "Heat",
+ "heat_label": "Label to use for Heat",
+ "heavy": "Loud",
+ "heritage": "Heritage",
+ "heritage_info": "Akoros / The Dagger Isles / Iruvia / Severos / Skovlan / Tycheros",
+ "hidden": "Hidden",
+ "hold": "Hold",
+ "hound": "Hound",
+ "how_many_boxes": "How many boxes?",
+ "how_much_load": "How much load?",
+ "hull": "Hull",
+ "hull_viceblurb": "Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt": "Hunt",
+ "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.",
+ "hunter": "Hunter",
+ "hunting_grounds": "Hunting Grounds",
+ "hunting_grounds_description": "Preferred operations:",
+ "hunting_grounds_blurb": "Get +1d to gather information rolls and free downtime activity for preferred operations in your hunting grounds",
+ "hunting_pet": "Hunting Pet",
+ "impaired": "Impaired",
+ "implements": "Implements",
+ "indulge_vice": "Indulge Vice",
+ "insight": "Insight",
+ "insight_description": "Resist consequences from deception or understanding.",
+ "italics_dont_count": "(italics don't count for load)",
+ "item_name": "A useful item",
+ "items": "Items",
+ "keys": "Keys",
+ "lair": "Base",
+ "arclighter": "Arclight",
+ "arclighter_description": "A handheld tool that carries a small reserve of plasmoleum. A flick of the thumb produces a small arc of crackling energy, and with a twist of the dial it turns into a steady beam of light. Used as a flashlight, cigarette lighter, welding torch, or for anything from supercharging firearm rounds, overloading electronic systems, or even jamming into a knife’s hilt to jury-rig a quick electro-blade.",
+ "lead_a_group_action": "Lead a group action",
+ "leaking": "Leaking",
+ "leech": "Leech",
+ "less_effect": "Less Effect",
+ "light": "Quiet",
+ "list_crews": "Hit Squad, Militants, Utopians, Dealers, Heist Teameameam, Racers, or Vigilantes.",
+ "list_playbooks": "Veteran, Hound, Intellectual, Radical, Swinger, Operative, Paranormalist, Hull, Ghost, or Vampire.",
+ "load": "Approach",
+ "load:": "Load:",
+ "look": "Look",
+ "lurk": "Lurk",
+ "mark_xp:": "Marking XP",
+ "mastery": "Mastery",
+ "minus1d": "-1D",
+ "name": "Name",
+ "need_help": "Critical",
+ "new_cohort": "New Cohort: 2",
+ "normal": "Normal",
+ "notes": "Notes",
+ "number_stress_boxes": "Number of stress boxes",
+ "numberofdice": "Number of dice",
+ "obsessed": "Obsessed",
+ "obsessive": "Obsessive",
+ "occult": "Paranormal",
+ "ok": "OK",
+ "origin": "Origin",
+ "paranoid": "Paranoid",
+ "personal": "Personal",
+ "planning_load": "Planning & Load",
+ "planningdesc": "Choose a plan, provide the opening gambit. Choose your approach (quiet or loud).",
+ "playbook": "playbook",
+ "playbook_ability_a_little_something_on_the_side": "A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description": "At the end of each downtime phase, you earn +2 bank.",
+ "playbook_ability_a_void_in_the_echo": "A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description": "You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist": "Alchemist",
+ "playbook_ability_alchemist_description": "When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush": "Ambush",
+ "playbook_ability_ambush_description": "When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst": "Analyst",
+ "playbook_ability_analyst_description": "During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight": "Arcane Sight",
+ "playbook_ability_arcane_sight_description": "Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer": "Artificer",
+ "playbook_ability_artificer_description": "When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton": "Automaton",
+ "playbook_ability_automaton_description": "You are a soul powering a robotic body. You have human-like strength and senses, by default. Your hull has built-in armor (this doesn't count for your load). Your former human feelings, interests, and connections are almost entirely gone (you start with no keys). You do not have a bank. You may be repaired if damaged or destroyed. Whenever you would take stress, take drain instead. Choose two upgrades (below). ",
+ "playbook_ability_battleborn": "Battleborn",
+ "playbook_ability_battleborn_description": "You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard": "Bodyguard",
+ "playbook_ability_bodyguard_description": "When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating": "Calculating",
+ "playbook_ability_calculating_description": "Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger": "Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description": "When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_retractable_arsenal": "Retractable Arsenal",
+ "playbook_ability_retractable_arsenal_description": "Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel": "Compel",
+ "playbook_ability_compel_description": "You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_daredevil": "Daredevil",
+ "playbook_ability_daredevil_description": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent": "Dark Talent",
+ "playbook_ability_dark_talent_description": "Choose Insight, Prowess, or Resolve. Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate": "Dissipate",
+ "playbook_ability_dissipate_description": "You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_energy_beam": "Energy Beam",
+ "playbook_ability_energy_beam_description": "You may release some of your energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a resonance entity. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise": "Expertise",
+ "playbook_ability_expertise_description": "Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused": "Focused",
+ "playbook_ability_focused_description": "You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight": "Foresight",
+ "playbook_ability_foresight_description": "Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude": "Fortitude",
+ "playbook_ability_fortitude_description": "You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade": "Frame Upgrade",
+ "playbook_ability_frame_upgrade_description": "Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice": "Functioning Vice",
+ "playbook_ability_functioning_vice_description": "When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract": "Ghost Contract",
+ "playbook_ability_ghost_contract_description": "When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter": "Ghost Fighter",
+ "playbook_ability_ghost_fighter_description": "You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form": "Ghost Form",
+ "playbook_ability_ghost_form_description": "You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter": "Ghost Hunter",
+ "playbook_ability_ghost_hunter_description": "Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind": "Ghost Mind",
+ "playbook_ability_ghost_mind_description": "You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil": "Ghost Veil",
+ "playbook_ability_ghost_veil_description": "You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice": "Ghost Voice",
+ "playbook_ability_ghost_voice_description": "You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward": "Ghost Ward",
+ "playbook_ability_ghost_ward_description": "You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_interface": "Interface",
+ "playbook_ability_interface_description": "You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will": "Iron Will",
+ "playbook_ability_iron_will_description": "You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird": "Jail Bird",
+ "playbook_ability_jail_bird_description": "When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader": "Leader",
+ "playbook_ability_leader_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror": "Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description": "You can always tell when someone is lying to you.",
+ "playbook_ability_manifest": "Manifest",
+ "playbook_ability_manifest_description": "Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind": "Mastermind",
+ "playbook_ability_mastermind_description": "You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism": "Mesmerism",
+ "playbook_ability_mesmerism_description": "When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule": "Mule",
+ "playbook_ability_mule_description": "Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with": "Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description": "You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist": "Occultist",
+ "playbook_ability_occultist_description": "You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_powerhouse": "Overcharge",
+ "playbook_ability_powerhouse_description": "Take 1 drain to perform a feat of extreme strength or speed (run faster than an autopod, rend metal with your hands, etc). This factors into effect.",
+ "playbook_ability_physicker": "Physicker",
+ "playbook_ability_physicker_description": "You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist": "Poltergeist",
+ "playbook_ability_poltergeist_description": "Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess": "Possess",
+ "playbook_ability_possess_description": "You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes": "Reflexes",
+ "playbook_ability_reflexes_description": "When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual": "Ritual",
+ "playbook_ability_ritual_description": "You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit": "Rook's Gambit",
+ "playbook_ability_rook's_gambit_description": "Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur": "Saboteur",
+ "playbook_ability_saboteur_description": "When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage": "Savage",
+ "playbook_ability_savage_description": "When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout": "Scout",
+ "playbook_ability_scout_description": "When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull": "Secondary Hull",
+ "playbook_ability_secondary_hull_description": "Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow": "Shadow",
+ "playbook_ability_shadow_description": "You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter": "Sharpshooter",
+ "playbook_ability_sharpshooter_description": "You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile": "Sinister Guile",
+ "playbook_ability_sinister_guile_description": "During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods": "Strange Methods",
+ "playbook_ability_strange_methods_description": "When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge": "Subterfuge",
+ "playbook_ability_subterfuge_description": "You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor": "Survivor",
+ "playbook_ability_survivor_description": "From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest": "Tempest",
+ "playbook_ability_tempest_description": "You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power": "Terrible Power",
+ "playbook_ability_terrible_power_description": "Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps": "The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description": "When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails": "Tough as Nails",
+ "playbook_ability_tough_as_nails_description": "Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me": "Trust in Me",
+ "playbook_ability_trust_in_me_description": "You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead": "Undead",
+ "playbook_ability_undead_description": "You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful": "Vengeful",
+ "playbook_ability_vengeful_description": "You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous": "Venomous",
+ "playbook_ability_venomous_description": "Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_versatile": "Versatile",
+ "playbook_ability_versatile_description": "Choose a special ability from another source (can be taken more than once).",
+ "playbook_ability_vigorous": "Vigorous",
+ "playbook_ability_vigorous_description": "You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded": "Warded",
+ "playbook_ability_warded_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web": "Weaving the Web",
+ "playbook_ability_weaving_the_web_description": "You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement": "Playbook Advancement",
+ "playbook_cutter_description": "A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0": "Marlane, a pugilist",
+ "playbook_cutter_friend_1": "Chael, a vicious thug",
+ "playbook_cutter_friend_2": "Mercy, a cold killer",
+ "playbook_cutter_friend_3": "Grace, an extortionist",
+ "playbook_cutter_friend_4": "Sawtooth, a physicker",
+ "playbook_cutter_friends_title": "Dangerous Friends",
+ "playbook_cutter_xp_condition": "You addressed a challenge with violence or coercion.",
+ "playbook_description": "A short playbook description",
+ "playbook_ghost_description": "A spirit without a body",
+ "playbook_ghost_friends_title": "Enemies & Rivals",
+ "playbook_ghost_xp_condition": "You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2": "You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3": "You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description": "A Careworn Sleuth Who Won't Give Up",
+ "playbook_hound_friend_0": "Vanden, a lazy bluecoat",
+ "playbook_hound_friend_1": "Mira, a night club owner",
+ "playbook_hound_friend_2": "Hendrik, a veterinarian",
+ "playbook_hound_friend_3": "Chatterley, a secret agent",
+ "playbook_hound_friend_4": "Zam, a street kid",
+ "playbook_hound_friends_title": "Shady Friends",
+ "playbook_hound_xp_condition": "You addressed a challenge with talking or stubbornness.",
+ "playbook_hull_description": "The Soul Of A Criminal Trapped In A Robot Body",
+ "playbook_hull_friends_title": "Contacts",
+ "playbook_hull_xp_condition": "You obeyed orders, or addressed a challenge with cold simplicity.",
+ "playbook_item_a_cane-sword": "A cane-sword",
+ "playbook_item_a_trained_hunting_pet": "A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)": "Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes": "Blowgun & darts, syringes",
+ "playbook_item_blueprints": "Blueprints",
+ "playbook_item_concealed_palm_pistol": "Concealed palm pistol",
+ "playbook_item_dark-sight_goggles": "Dark-sight goggles",
+ "playbook_item_demonbane_charm": "Demonbane charm",
+ "playbook_item_electroplasm_vials": "Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition": "Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey": "Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry": "Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements": "Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity": "Fine cover identity",
+ "playbook_item_fine_disguise_kit": "Fine disguise kit",
+ "playbook_item_fine_hand_weapon": "Fine hand weapon",
+ "playbook_item_fine_heavy_weapon": "Fine heavy weapon",
+ "playbook_item_fine_lightning_hook": "Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards": "Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks": "Fine lockpicks",
+ "playbook_item_fine_long_rifle": "Fine long rifle",
+ "playbook_item_fine_pair_of_pistols": "Fine pair of pistols",
+ "playbook_item_fine_personal_weapon": "Fine personal weapon",
+ "playbook_item_fine_shadow_cloak": "Fine shadow cloak",
+ "playbook_item_fine_spirit_mask": "Fine spirit mask",
+ "playbook_item_fine_tinkering_tools": "Fine tinkering tools",
+ "playbook_item_fine_wrecking_tools": "Fine wrecking tools",
+ "playbook_item_gadget": "Gadget",
+ "playbook_item_ghost_key": "Ghost key",
+ "playbook_item_light_climbing_gear": "Light climbing gear",
+ "playbook_item_manacles_&_chain": "Manacles & chain",
+ "playbook_item_rage_essence_vial": "Rage essence vial",
+ "playbook_item_scary_weapon_or_tool": "Scary weapon or tool",
+ "playbook_item_silence_potion_vial": "Silence potion vial",
+ "playbook_item_spirit_bottles_(2)": "Spirit bottles (2)",
+ "playbook_item_spiritbane_charm": "Spiritbane charm",
+ "playbook_item_spyglass": "Spyglass",
+ "playbook_item_trance_powder": "Trance powder",
+ "playbook_item_vial_of_slumber_essence": "Vial of slumber essence",
+ "playbook_leech_description": "A Saboteur and\nTechnician",
+ "playbook_leech_friend_0": "Stazia, an apothecary",
+ "playbook_leech_friend_1": "Veldren, a psychonaut",
+ "playbook_leech_friend_2": "Eckerd, a corpse thief",
+ "playbook_leech_friend_3": "Jul, a blood dealer",
+ "playbook_leech_friend_4": "Malista, a priestess",
+ "playbook_leech_friends_title": "Clever Friends",
+ "playbook_leech_xp_condition": "You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description": "A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0": "Telda, a beggar",
+ "playbook_lurk_friend_1": "Darmot, a bluecoat",
+ "playbook_lurk_friend_2": "Frake, a locksmith",
+ "playbook_lurk_friend_3": "Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4": "Petra, a city clerk",
+ "playbook_lurk_friends_title": "Shady Friends",
+ "playbook_lurk_xp_condition": "You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description": "A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0": "Bryl, a drug dealer",
+ "playbook_slide_friend_1": "Bazso Baz, a gang leader",
+ "playbook_slide_friend_2": "Klyra, a tavern owner",
+ "playbook_slide_friend_3": "Nyryx, a prostitute",
+ "playbook_slide_friend_4": "Harker, a jail-bird",
+ "playbook_slide_friends_title": "Sly Friends",
+ "playbook_slide_xp_condition": "You addressed a challenge with deception or in influence.",
+ "playbook_spider_description": "A Devious\nMastermind",
+ "playbook_spider_friend_0": "Salia, an information broker",
+ "playbook_spider_friend_1": "Augus, a master architect",
+ "playbook_spider_friend_2": "Jennah, a servant",
+ "playbook_spider_friend_3": "Riven, a chemist",
+ "playbook_spider_friend_4": "Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title": "Shrewd Friends",
+ "playbook_spider_xp_condition": "You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description": "A spirit animating an undead body",
+ "playbook_vampire_friend_0": "Rutherford, a butler",
+ "playbook_vampire_friend_1": "Lylandra, a consort",
+ "playbook_vampire_friend_2": "Kira, a bodyguard",
+ "playbook_vampire_friend_3": "Otto, a coachman",
+ "playbook_vampire_friend_4": "Edrik, an envoy",
+ "playbook_vampire_friends_title": "Dark Servants",
+ "playbook_vampire_xp_condition": "You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2": "You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3": "You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description": "An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0": "Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1": "Scurlock, a vampire",
+ "playbook_whisper_friend_2": "Setarra, a demon",
+ "playbook_whisper_friend_3": "Quellyn, a witch",
+ "playbook_whisper_friend_4": "Flint, a spirit trafficker",
+ "playbook_whisper_friends_title": "Strange Friends",
+ "playbook_whisper_xp_condition": "You addressed a challenge with knowledge or arcane power.",
+ "position": "Position",
+ "progress_clock": "progress clock",
+ "protect_a_teammate": "Protect a teammate",
+ "prowess": "Prowess",
+ "prowess_description": "Resist consequences from physical strain or injury.",
+ "prowl": "Prowl",
+ "prowl_description": "Prowl about unseen and traverse obstacles; climb, swim, run, jump, and tumble. Ambush with close violence — a backstab, throat cutting, black-jack, etc.",
+ "push_yourself": "Push yourself",
+ "push_yourself_desc1": " (take 2 ",
+ "push_yourself_desc2": ") or accept a ",
+ "quality": "Quality",
+ "quality_abbreviated": "Q:",
+ "quarters": "Quarters",
+ "query_for_consequence": "Query for consequence name when resisting",
+ "quicksilver": "Quicksilver",
+ "reckless": "Reckless",
+ "recovery": "Recovery",
+ "repair": "Repair",
+ "recoveryblurb": "Get treatment in downtime to activate your healing project clock",
+ "rep": "Rep",
+ "repelled": "Repelled",
+ "reputation": "Reputation",
+ "reset?": "reset?",
+ "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resistance_bonus": "Resistance bonus:",
+ "resists": "resists",
+ "resolve": "Resolve",
+ "resolve_description": "Resist consequences from mental strain or willpower.",
+ "risky": "Risky",
+ "roll-inf": "roll",
+ "roll": "roll",
+ "roll_engagement": "Engagement Roll",
+ "roll_for": "roll for",
+ "roll_fortune": "Fortune Roll",
+ "roll_their": "roll their",
+ "rolls": "rolls",
+ "rolls_for": "rolls for",
+ "rolls_their": "rolls their",
+ "savage": "Savage",
+ "secure": "Secure",
+ "send_details_to_chat": "Send details to chat",
+ "set_up_a_teammate": "Set up a teammate",
+ "heist_team": "Heist Team",
+ "short": "short",
+ "show_broadcast": "Show broadcast buttons for sending information to chat",
+ "show_cohort_section": "Show cohort section on character sheet",
+ "show_deity": "Show deity fields",
+ "show_extra_trauma_box": "Show an extra trauma box",
+ "show_extra_xp_condition": "Show an extra xp condition",
+ "show_frame_section": "Show frame section (for hulls)",
+ "show_item_description": "Item/upgrade descriptions",
+ "show_origin": "Show origin field",
+ "show_outline": "Show outline for active input fields",
+ "show_vampire_strictures": "Show vampire strictures",
+ "skirmish": "Skirmish",
+ "skirmish_description": "Skirmish with an opponent in close combat; assault or hold a position; brawl and wrestle.",
+ "skullfire_poison": "Skullfire Poison",
+ "slide": "Slide",
+ "slumber": "Slumber",
+ "smoke_bomb": "Smoke bomb",
+ "smoking": "Smoking",
+ "racers": "Racers",
+ "social": "Social",
+ "soft": "Soft",
+ "spark_drug": "Spark (drug)",
+ "sparking": "Sparking",
+ "special": "Special",
+ "special_abilities": "Special Abilities",
+ "special_ability": "Prestige Ability",
+ "spider": "Spider",
+ "standstill_poison": "Standstill Poison",
+ "stash": "Bank",
+ "status": "Status",
+ "stealth": "Stealth",
+ "stress": "Stress",
+ "stress_label": "Label to use for stress",
+ "strictures": "Strictures",
+ "strictures_bestial": "When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound": "Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden": "You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled": "Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber": "In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb": "When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong": "Strong",
+ "study": "Study",
+ "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.",
+ "subterfuge_supplies": "Subterfuge Supplies",
+ "subterfuge_supplies_description": "A disguise kit. A selection of blank documents, ready for the forger's hand. Invisible ink. A forged ID card. Microfilm camera.",
+ "supplies": "Supplies",
+ "survey": "Survey",
+ "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.",
+ "sway": "Sway",
+ "sway_description": "Sway someone with charm, logic, deception, disguise, or bluff; change attitudes or behavior with manipulation or seduction.",
+ "teamwork": "Teamwork",
+ "territorial": "Territorial",
+ "silenced_shooter": "Silenced Shooter",
+ "silenced_shooter_description": "A semi-automatic handgun with a modest calibre. Quiet as a whisper.",
+ "thugs": "Muscle",
+ "tier": "Tier",
+ "hack": "Wrench",
+ "hack_description": "Wrench mechanisms to create, modify, disable, or repair; disable a trap, pick a lock, or crack a safe. Turn the many mechanical and electroplasmic devices around the city to your advantage.",
+ "hacking_tools": "Wrenching Tools",
+ "hacking_tools_description": "Tools and spare parts for messing with electronics and mechanisms. A wrench, drill, and spanner. Tweezers, pliers, precision screwdrivers. A soldering iron. A second wrench (even bigger). Oscilloscope, circuit tester, and heat sink. Jumper wires. Magnifying loupe. ",
+ "tools": "Tools",
+ "training": "Training",
+ "trance_powder": "Trance Powder",
+ "transport": "Speed",
+ "trauma": "Trauma",
+ "trauma_label": "Label to use for trauma",
+ "traumata": "Traumata",
+ "turf": "Turf",
+ "unstable": "Unstable",
+ "upgrade": "Upgrade",
+ "upgrade_boat_description": "You have a boat, a dock on a waterway, and a small shack to store boating supplies. A second upgrade improves the boat with armor and more cargo capacity.",
+ "upgrade_carriage_description": "You have a carriage, two goats to pull it, and a stable. A second upgrade improves the carriage with armor and larger, swifter goats. Horses are very rare in Doskvol — most carriages in the city use the large Akorosian goat as their draft animal.",
+ "upgrade_costs": "Upgrade Costs",
+ "upgrade_documents_description": "+1 quality for Documents.",
+ "upgrade_gear_description": "+1 quality for Burglary Gear and Climbing Gear.",
+ "upgrade_hidden_description": "Your lair has a secret location and is disguised to hide it from view. If your lair is discovered, use two downtime activities and pay coin equal to your Tier to relocate it and hide it once again.",
+ "upgrade_implements_description": "+1 quality for Arcane Implements.",
+ "upgrade_insight_description": "Earn 2 xp when training insight during downtime.",
+ "upgrade_mastery_description": "Your crew has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.",
+ "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.",
+ "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.",
+ "upgrade_quarters_description": "Your lair includes living quarters for the crew. Without this upgrade, each PC sleeps elsewhere, and is vulnerable when they do so.",
+ "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.",
+ "upgrade_secure_description": "Your lair has locks, alarms, and traps to thwart intruders. A second upgrade improves the defenses to include arcane measures that work against spirits. You might roll your crew's Tier if these measures are ever put to the test, to see how well they thwart an intruder.",
+ "upgrade_supplies_description": "+1 quality for Subterfuge Supplies.",
+ "upgrade_tools_description": "+1 quality for Demolition Tools and Tinkering Tools.",
+ "upgrade_vault_description": "Your lair has a secure vault, increasing your storage capacity for coin to 8. A second upgrade increases your capacity to 16. A separate part of your vault can be used as a holding cell.",
+ "upgrade_weapons_description": "+1 quality for Weapons.",
+ "upgrade_workshop_description": "Your lair has a workshop appointed with tools for tinkering and alchemy, as well as a small library of books, documents, and maps. You may accomplish long-term projects with these assets without leaving your lair.",
+ "upon_crew_advance": "Upon crew advance, each PC gets Bank = Tier+2",
+ "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)",
+ "vampire": "Vampire",
+ "vampire_viceblurb": "Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault": "Vault",
+ "vaults": "Vaults",
+ "vehicle": "Vehicle",
+ "vehicle_edges_flaws": "Vehicle Edges\nNimble: The vehicle handles easily. Consider this an assist for tricky maneuvers.\nSimple: The vehicle is easy to repair. Remove all of its harm during downtime.\nSturdy: The vehicle keeps operating even when broken.\n\nVehicle Flaws\nCostly: Thee vehicle costs 1 coin per downtime to keep in operation.\nDistinct: Thee vehicle has memorable features. Take +1 heat when you use it on a score.\nFinicky: The vehicle has quirks that only one person understands. When operated without them, the vehicle has -1 quality.",
+ "version": "Version",
+ "vice": "Vice",
+ "vice_info": "Faith / Gambling / Luxury / Obligation / Pleasure / Gettin Fucked Up / Weird",
+ "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor": "Vice / Hookup",
+ "viceroll1": "(who currently has ",
+ "viceroll2": ") indulges",
+ "vicious": "Vicious",
+ "vigilantes": "Vigilantes",
+ "wearing": "Wearing",
+ "wanted": "Wanted",
+ "wanted_label": "Label to use for Wanted",
+ "wantedroll1": "(who currently have ",
+ "wantedroll2": ") roll for",
+ "war": "War",
+ "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3": "PCs get only one free downtime action instead of two.",
+ "warblurb4": "Take +1 heat from each score.",
+ "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak": "Weak",
+ "weapons": "Weapons",
+ "wear": "Wear",
+ "when_you_use_bandolier": "When you use a bandolier slot, choose an explosive:",
+ "whisper": "Whisper",
+ "with": "with",
+ "workshop": "Workshop",
+ "wreck": "Wreck",
+ "wreck_description": "Wreck a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.",
+ "xp_beliefs": "You hit one or more of your keys.",
+ "xp_bolster": "Bolster your crew's reputation or develop a new one.",
+ "xp_contend": "Contend with challenges above your current station.",
+ "xp_crew_specific": "Enter your crew's specific way to mark XP here.",
+ "xp_desperate": "Every time you roll a desperate action or a zero-dot action, mark xp in any track (attribute or playbook).",
+ "xp_keys": "Once per session when you hit a key, mark 1 xp and mark the key.",
+ "xp_express": "Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific": "Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra": "Enter another specific way to mark XP here.",
+ "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice": "You struggled with issues stemming from a deadlock.",
+ "zerodice": "Zero Dice — take the lowest result above",
+ "key-sardonic-1": "Sardonic",
+ "key-sardonic-2": "(▼grim ▲witty)",
+ "key-cynical-1": "Cynical",
+ "key-cynical-2": "(▼optimistic ▲nihilist)",
+ "key-romantic-1": "Romantic",
+ "key-romantic-2": "(▼Cynical ▲In-Love)",
+ "key-bitter-1": "Bitter",
+ "key-bitter-2": "(▼Affable ▲Vindictive)",
+ "key-lonely-1": "Lonely",
+ "key-lonely-2": "(▼Social ▲Loner)",
+ "key-determined-1": "Determined",
+ "key-determined-2": "(▼Laid-Back ▲Obsessed)",
+ "key-suspicious-1": "Suspicious",
+ "key-suspicious-2": "(▼Trusting ▲Paranoid)",
+ "key-tired-1": "Tired",
+ "key-tired-2": "(▼Rejuvenated ▲Defeated)",
+ "key-sharp-1": "Sharp",
+ "key-sharp-2": "(▼Dulled ▲Searing)",
+ "key-cool-1": "Cool",
+ "key-cool-2": "(▼Jittery ▲Cold)",
+ "key-stubborn-1": "Stubborn",
+ "key-stubborn-2": "(▼Flexible ▲Pig-Headed)",
+ "key-confident-1": "Confident",
+ "key-confident-2": "(▼Insecure ▲Arrogant)",
+ "key-blunt-1": "Blunt",
+ "key-blunt-2": "(▼Diplomatic ▲Caustic)",
+ "key-brooding-1": "Brooding",
+ "key-brooding-2": "(▼Morose ▲Untroubled)",
+ "key-laidback-1": "Laid-Back",
+ "key-laidback-2": "(▼Indifferent ▲Tense)",
+ "key-sad-1": "Sad",
+ "key-sad-2": "(▼Content ▲Miserable)",
+ "key-flamboyant-1": "Flamboyant",
+ "key-flamboyant-2": "(▼Demure ▲self-obsessed)",
+ "key-soft-1": "Soft",
+ "key-soft-2": "(▼hard ▲passive)",
+ "key-playful-1": "Playful",
+ "key-playful-2": "(▼serious ▲unhinged)",
+ "key-loyal-1": "Loyal",
+ "key-loyal-2": "(▼selfish ▲self-sacrificing)",
+ "key-meticulous-1": "Meticulous",
+ "key-meticulous-2": "(▼sloppy ▲obsessive)",
+ "key-calculating-1": "Calculating",
+ "key-calculating-2": "(▼apathetic ▲paranoid)",
+ "key-professional-1": "Professional",
+ "key-professional-2": "(▼casual ▲heartless)",
+ "key-dedicated-1": "Dedicated",
+ "key-dedicated-2": "(▼cynical ▲obsessed)",
+ "key-openminded-1": "Open-Minded",
+ "key-openminded-2": "(▼rigid ▲reckless)",
+ "key-spiritual-1": "Spiritual",
+ "key-spiritual-2": "(▼cynical ▲obsessed)",
+ "veteran": "Veteran",
+ "playbook_veteran_description": "A battered soldier returned from the front",
+ "vet_background": "Tours of Duty",
+ "vet_background_info": "THE IRONDALE WAR / THE SEVRIN INVASION / UNITY WAR III / DAGGER ISLES PEACEKEEPING",
+ "int_background": "Fields of Study ",
+ "int_background_info": "HISTORY / BIOLOGY / PHILOSOPHY / SPARKCRAFT / PARANORMAL / POLITICAL SCIENCE / HARD KNOCKS",
+ "rad_background": "Radicalized By",
+ "rad_background_info": "BLUECOATS / LABOR CONDITIONS / BIGOTRY / INEQUALITY / HORRORS OF WAR / DISCRIMINATION",
+ "veteran_used_and_discarded_title": "Used and Discarded",
+ "veteran_used_and_discarded_info": "You have permanent damage from the war. You start with 1 deadlocked key already. You also start with the special ability Military Discipline and one more of your choice.",
+ "vet_damage_title": "Damage",
+ "vet_damage_info": "E.g. a notable scar, a missing eye or limb, nightmares, the shakes",
+ "vet_helps_title": "Something that helps",
+ "vet_helps_info": "E.g. a wheelchair, a prosthetic, medication",
+ "show_veteran_section": "Show Veteran sections on character sheet",
+ "playbook_item_lmc": "Light Machine Coilgun (LMC)",
+ "playbook_item_lmc_description": "A military-grade firearm noted for its compact size and rapid-fire capability.",
+ "playbook_item_coilgun": "Heavy Assault Coilgun (HAC50)",
+ "playbook_item_coilgun_description": "A military-grade assault rifle with detachable magazine. Loud and devastating.",
+ "playbook_item_fine_melee_weapon": "Heat Blade",
+ "playbook_item_fine_melee_weapon_description": "The latest in military technology, an advanced electro-blade that superheats to red hot intensity. Can cut through steel. Well balanced and deadly.",
+ "playbook_item_grenades": "A few grenades",
+ "playbook_item_grenades_description": "They go boom.",
+ "playbook_item_gogo_pills": "Pocketful of go-go pills",
+ "playbook_item_gogo_pills_description": "Xantara Pharm's finest uppers, for when you need pure, explosive energy. You'll run your mouth (what do you say that you didn't mean to?), and take the passing harm 'jittery' when they wear off (these consequences can be resisted).",
+ "playbook_item_rf_handset": "RF radio handset",
+ "playbook_item_rf_handset_description": "A resonance field radio. A small handheld unit tuned to a secure frequency.",
+ "playbook_veteran_friends_title": "Difficult Friends",
+ "playbook_veteran_friend_0": "Brackley, a deserter",
+ "playbook_veteran_friend_1": "Fellows, an army officer",
+ "playbook_veteran_friend_2": "Tiptree, a hitwoman",
+ "playbook_veteran_friend_3": "Professor, a rough sleeper",
+ "playbook_veteran_friend_4": "Grunt, a backalley doctor",
+ "versatile": "Versatile",
+ "playbook_ability_military_discipline": "Military Discipline",
+ "playbook_ability_military_discipline_description": "Twice per score, you may use your training to eliminate harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_got_your_back": "Got Your Back",
+ "playbook_ability_got_your_back_description": "When you protect a teammate, clear 1 stress and take +1d to any resistance rolls.",
+ "playbook_ability_echo_fighter": "Echo Fighter",
+ "playbook_ability_echo_fighter_description": "Thanks to special training, you may engage enemies in combat with nothing but your mind. You gain potency in combat vs. the paranormal. You can attempt to read people’s next intentions.",
+ "playbook_ability_leadership": "Leadership",
+ "playbook_ability_leadership_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain increased effect and 1 armor.",
+ "playbook_ability_walking_arsenal": "Walking Arsenal",
+ "playbook_ability_walking_arsenal_description": "Your load limit is always 2 higher than normal (5 for a Quiet approach, 8 for Loud). Add another gun to your load list at any time, no matter how many you’ve already used and discarded.",
+ "playbook_ability_war_machine": "War Machine",
+ "playbook_ability_war_machine_description": "When you push yourself, you can also do one of the following: sweep and secure a large area single-handedly and without pausing — engage an improbable number of enemies in a ballet of violence.",
+ "playbook_ability_beast": "Get Back In There",
+ "playbook_ability_beast_description": "You were subject to experimental procedures designed to increase the shelf-life of front-line soldiers. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_creative_outlet": "Creative Community",
+ "playbook_ability_creative_outlet_description": "You gain a second vice; learning a new creative hobby. What is it? When you indulge this vice by going to class, add +2 to the result, and then create a new friend or rival (classmate or teacher), or develop your relationship with an existing one. These people have no criminal utility, but they might give you a ride or let you lay low at their place in a pinch. When you overindulge, one of these friends is put in danger. ",
+ "resource_training": "Training",
+ "playbook_veteran_xp_condition": "You addressed a challenge with violence or discipline.",
+ "key-protective-1": "Protective",
+ "key-protective-2": "(▼cold ▲vengeful)",
+ "key-hopeful-1": "Hopeful",
+ "key-hopeful-2": "(▼cynical ▲content)",
+ "key-erratic-1": "Erratic",
+ "key-erratic-2": "(▼calm ▲chaotic)",
+ "key-commanding-1": "Commanding",
+ "key-commanding-2": "(▼deferential ▲controlling)",
+ "key-distant-1": "Distant",
+ "key-distant-2": "(▼warm ▲cold)",
+ "key-violent-1": "Violent",
+ "key-violent-2": "(▼merciful ▲vicious)",
+ "key-reckless-1": "Reckless",
+ "key-reckless-2": "(▼careful ▲chaotic)",
+ "key-disciplined-1": "Disciplined",
+ "key-disciplined-2": "(▼loose ▲uptight)",
+ "key-comical-1": "Comical",
+ "key-comical-2": "(▼serious ▲unhinged)",
+ "key-arrogant-1": "Arrogant",
+ "key-arrogant-2": "(▼humbled ▲self-obsessed)",
+ "key-bold-1": "Bold",
+ "key-bold-2": "(▼nervous ▲reckless)",
+ "key-kind-1": "Kind",
+ "key-kind-2": "(▼cold ▲charitable)",
+ "key-haunted-1": "Haunted",
+ "key-haunted-2": "(▼self-assured ▲tormented)",
+ "key-sophisticated-1": "Sophisticated",
+ "key-sophisticated-2": "(▼modest ▲pretentious)",
+ "key-insecure-1": "Insecure",
+ "key-insecure-2": "(▼confident ▲anxious)",
+ "key-enigmatic-1": "Enigmatic",
+ "key-enigmatic-2": "(▼open ▲reclusive)",
+ "key-enthusiastic-1": "Enthusiastic",
+ "key-enthusiastic-2": "(▼apathetic ▲reckless)",
+ "key-eccentric-1": "Eccentric",
+ "key-eccentric-2": "(▼ordinary ▲erratic)",
+ "key-idealistic-1": "Idealistic",
+ "key-idealistic-2": "(▼cynical ▲zealous)",
+ "key-cold-1": "Cold",
+ "key-cold-2": "(▼brutal ▲friendly)",
+ "key-witty-1": "Witty",
+ "key-witty-2": "(▼serious ▲goofy)",
+ "key-curious-1": "Curious",
+ "key-curious-2": "(▼disinterested ▲possessed)",
+ "key-shy-1": "Shy",
+ "key-shy-2": "(▼open ▲withdrawn)",
+ "key-talkative-1": "Talkative",
+ "key-talkative-2": "(▼quiet ▲long-winded)",
+ "key-rational-1": "Rational",
+ "key-rational-2": "(▼irregular ▲uncaring)",
+ "key-passionate-1": "Passionate",
+ "key-passionate-2": "(▼apathetic ▲furious)",
+ "key-defiant-1": "Defiant",
+ "key-defiant-2": "(▼compliant ▲furious)",
+ "key-charismatic-1": "Charismatic",
+ "key-charismatic-2": "(▼cold ▲manipulative)",
+ "key-fearless-1": "Fearless",
+ "key-fearless-2": "(▼nervous ▲turbulent)",
+ "playbook_ability_hounds_instincts": "Hound's Instincts",
+ "playbook_ability_hounds_instincts_description": "When you push yourself, you can also do one of the following: try to figure out where to go next, even with zero leads — make someone stop and listen to you for a few moments, no matter how unlikely it is. ",
+ "playbook_ability_learn_hard_way": "Learn the Hard Way",
+ "playbook_ability_learn_hard_way_description": "Whenever you take Harm, clear an amount of stress equal to the Harm Level, and it counts as a successful Gather Information roll (with a level of detail equal to the Harm Level). The GM will tell you what you learn.",
+ "playbook_ability_just_a_scratch": "Just a Scratch",
+ "playbook_ability_just_a_scratch_description": "Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_no_hard_feelings": "No Hard Feelings",
+ "playbook_ability_no_hard_feelings_description": "You gain potency when you Consort with someone who has caused you to mark Harm.",
+ "playbook_ability_in_too_deep": "In Too Deep",
+ "playbook_ability_in_too_deep_description": "Once per score, you can Consort with an NPC to form an intimate bond. If you have such a bond with someone involved in a score, you get +1d and potency to any actions dealing with them. If they suffer due to the outcome of the score, take 3 stress.",
+ "playbook_ability_weird_pet": "Echo Pet",
+ "playbook_ability_weird_pet_description": "Your pet is imbued with anomalous resonance. It gains potency when tracking or fighting the paranormal, and gains a paranormal ability: reality-phasing, mind-link, or time-looping. Take this ability again to choose an additional paranormal ability for your pet.",
+ "playbook_ability_dogged_persistence": "Dogged Persistence",
+ "playbook_ability_dogged_persistence_description": "Twice per score, you may use your tenacity to resist a consequence of exhaustion or mental harm (fear, confusion, losing track of someone) or to push yourself for influencing someone or searching for clues.",
+ "playbook_item_fine_snubnosed_handcannon": "Fine snub-nosed handcannon",
+ "playbook_item_fine_snubnosed_handcannon_description": "Maybe you're no great shot, but this thing packs a hell of a punch and can be concealed in a pocket.",
+ "playbook_item_loyal_clever_pet": "A loyal, clever pet",
+ "playbook_item_loyal_clever_pet_description": "Companion might be a better word - a hunter. They never let you down (except when they do). Did you choose them, or did they choose you?",
+ "playbook_item_binoculars": "Binoculars",
+ "playbook_item_binoculars_description": "See distant objects with greater clarity and detail. Amazing.",
+ "playbook_item_hipflask": "Hipflask of the good stuff",
+ "playbook_item_hipflask_description": "Numb pain, clean wounds, or bond with new friends. What's engraved on the outside?",
+ "playbook_item_focus_pills": "Pocketful of focus pills",
+ "playbook_item_focus_pills_description": "For when you need steady hands, an alert mind, and laser-like concentration. Highly addictive; tick a 4-segment addiction clock when used (this can be resisted). If the clock fills, you no longer get any benefit from the pills but have to take them every score anyway or suffer the moderate harm 'withdrawal symptoms'. Once this harm is taken, reset the addiction clock.",
+ "Tenacity": "Tenacity",
+ "mortal": "Mortal",
+ "type": "Type",
+ "type_research": "Research (e.g. gathering information)",
+ "type_analysis": "Analysis (e.g. studying and making)",
+ "type_ingress": "Ingress (e.g. system hacking)",
+ "sparkmind_assistant": "Sparkmind Assistant",
+ "housing": "Size",
+ "housing_large": "Large (room-sized computer). More powerful, but immobile.",
+ "housing_small": "Small (wristwatch, a metal orb, a tiny hull, etc). Less powerful but highly portable.",
+ "playbook_ability_unalloyed_genius": "Unalloyed Genius",
+ "playbook_ability_unalloyed_genius_description": "When you craft an invention, take +1 result level to your roll. Gain one free downtime action to craft inventions.",
+ "playbook_ability_mentalist": "Mentalist",
+ "playbook_ability_mentalist_description": "You can deduce trivial details about anyone. Study them to reveal a deep desire they didn’t even know they had; gain +1d and potency when acting on this information.",
+ "playbook_ability_insomniac": "High-Functioning Insomniac",
+ "playbook_ability_insomniac_description": "During downtime, you get two ticks to distribute among any long term project clocks that involve research, investigation or crafting.",
+ "playbook_ability_try_not_break_it": "Try Not to Break It This Time",
+ "playbook_ability_try_not_break_it_description": "Any flashbacks where you gave another crew member just the right gadget before the score are free. Gain one free downtime action to craft such a gadget in a flashback. ",
+ "playbook_ability_researcher": "Researcher",
+ "playbook_ability_researcher_description": "Twice per score, you may use your research to resist a consequence of fatigue, weakness, or resonance effects, or to push yourself when working with technical skill or handling resonance objects.",
+ "playbook_ability_anatomist": "Anatomist",
+ "playbook_ability_anatomist_description": "You can Wrench someone to treat their wounds or stabilize the dying. You may Study a sickness or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_deep_thinker": "Deep Thinker",
+ "playbook_ability_deep_thinker_description": "When you expound upon your unique and brilliant insights, roll Study to confuse or impress a target. When you first act against those confounded by your brilliant arguments, gain potency.",
+ "playbook_ability_advanced_sparkmind": "Advanced Sparkmind",
+ "playbook_ability_advanced_sparkmind_description": "Choose an additional Type, or add an Edge, or remove a Flaw. ",
+ "playbook_intellectual_description": "A Brilliant Engineer, Scientist And Philosopher",
+ "playbook_intellectual_friend_0": "Faden, an innovative doctor",
+ "playbook_intellectual_friend_1": "Penny, a debauched theorist",
+ "playbook_intellectual_friend_2": "Jarris, escaped test subject",
+ "playbook_intellectual_friend_3": "Ackhurst, professor (fired)",
+ "playbook_intellectual_friend_4": "OLEK, a rogue sparkmind",
+ "playbook_intellectual_friends_title": "Brilliant Friends",
+ "playbook_intellectual_xp_condition": "You addressed a challenge with technical skill or cleverness.",
+ "gatherinfo_what_can_i_hack": "What can I wrench here?",
+ "playbook_item_fine_hacking_tools": "Fine wrenching tools",
+ "playbook_item_experimental_laser_cannon": "Experimental laser cannon",
+ "playbook_item_experimental_laser_cannon_description": "A plasmoleum-fueled device that generates a continuous beam of electroplasmic radiation. A dangerous and potentially unstable weapon that will incinerate pretty much anything it's pointed at.",
+ "playbook_sparkmind_assistant": "Sparkmind assistant",
+ "playbook_item_sparkmind_assistant_description": "Sparkminds are a form of artificial intelligence, utilizing a matrix of circuits and chips to harness the raw intellect of a resonance entity. Where did you get yours? Did you invent it, steal it, or something else? ",
+ "playbook_gadgets": "Gadgets",
+ "playbook_gadgets_description": " You can create gadgets in a flashback and track their load here. If they're simple, just the flashback may be enough. More ambitious gadgets might require you spend a downtime action crafting them (additional downtime actions cost 1 stack).",
+ "explosives": "explosives",
+ "placed_explosive": "Placed explosive",
+ "stun_grenade": "Stun grenade",
+ "psychedelic_mist": "Psychedelic mist",
+ "gravity_anomaly_bomb": "Gravity anomaly bomb",
+ "resonance_nullifier": "Resonance nullifier",
+ "resonance_amplifier": "Resonance amplifier",
+ "anti_sparktech_grenade": "Anti-sparktech pulse grenade",
+ "fire_bomb": "Fire bomb",
+ "proximity_mine": "Proximity mine",
+ "euphoric_mist": "Euphoric mist",
+ "coolant_gel_grenade": "Coolant gel grenade",
+ "playbook_ability_true_believer": "True Believer",
+ "playbook_ability_true_believer_description": "Twice per score, you may use your conviction to resist a consequence of law-breaking (being arrested or hassled by bluecoats, etc) or to push yourself when working with explosives.",
+ "playbook_ability_direct_action": "Direct Action",
+ "playbook_ability_direct_action_description": "When you make a desperate Wreck roll with explosives, gain +1d and potency. Remember that you can trade position for effect to make almost any action desperate, if you dare.",
+ "playbook_ability_thoughts_that_breathe": "Thoughts That Breathe, Words That Burn",
+ "playbook_ability_thoughts_that_breathe_description": "Your poetry is particularly compelling. When you write or recite a poem to Sway, take +1d and potency.",
+ "playbook_ability_solidarity": "Solidarity",
+ "playbook_ability_solidarity_description": "You gain potency when attempting to Consort with or Sway people from cultures or backgrounds other than your own.",
+ "playbook_ability_polemicist": "Polemicist",
+ "playbook_ability_polemicist_description": "When you push yourself, you can also do one of the following: whip a crowd into a righteous fury—make a hostile or unreasonable person listen to you for a moment.",
+ "playbook_ability_praxis": "Praxis",
+ "playbook_ability_praxis_description": "If you loudly and visibly destroy a symbolic target during a score, gain +2 result level to any long-term project rolls related to your revolutionary work during the following downtime.",
+ "playbook_ability_pamphleteer": "Pamphleteer",
+ "playbook_ability_pamphleteer_description": "You can publish revolutionary literature as a 6-step long-term project. Name each work. Once complete, a published work can tick another long-term project clock related to the revolution, once per downtime (maximum of four such works may be in effective circulation). If you die or get imprisoned, each work adds two ticks. ",
+ "playbook_ability_total_dedication": "Total Dedication",
+ "playbook_ability_total_dedication_description": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_radical_friends_title": "Zealous Friends",
+ "playbook_radical_friend_0": "Vuko, union rep",
+ "playbook_radical_friend_1": "Delyan, fireworks technician",
+ "playbook_radical_friend_2": "Russo, maverick artist",
+ "playbook_radical_friend_3": "Plundell, surgeon (and terrible poet)",
+ "playbook_radical_friend_4": "Stoker, fearless journalist",
+ "gatherinfo_what_do_they_care_about": "What do they really care about?",
+ "gatherinfo_whats_the_weak_point": "What’s the weak point here?",
+ "playbook_radical_description": "An Agitator — Incendiary In Every Sense",
+ "playbook_radical_xp_condition": "You addressed a challenge with persuasion or mayhem.",
+ "playbook_item_provocative_manifesto": "Provocative manifesto",
+ "playbook_item_provocative_manifesto_description": "A short punchy document declaring the views, motives, and intentions of a political movement. Has the potential to incite a crowd, or to enrage the authorities.",
+ "playbook_item_nondescript_clothes": "Nondescript change of clothes",
+ "playbook_item_nondescript_clothes_description": "An outfit of perfectly ordinary cut, for blending in with the crowd of whatever district you're in.",
+ "playbook_item_bandolier": "Bandolier",
+ "playbook_item_bandolier_description": "A strap worn across the body, fitted with specially-padded pouches to hold three explosives or bombs. When you employ an item from the bandolier, choose one from the list (or one of your own custom-made explosives). During downtime, you automatically refill your bandoliers, so long as you have reasonable access to a supplier or workshop.",
+ "show_bandolier_section": "Show bandoliers on character sheet",
+ "show_sparkmind_section": "Show sparkmind assistant on character sheet",
+ "purpose": "purpose",
+ "purpose_racing": "Racing (so fast!)",
+ "purpose_impressing": "Impressing (so cool!)",
+ "purpose_surprising": "Surprising (hidden gadgets!)",
+ "autopod_style": "Style (Velvet or leather upholstery, wood detailing, chrome finish, racing stripe, etc)",
+ "fine_autopod": "Fine two-seat autopod",
+ "playbook_swinger_friends_title": "Fun Friends",
+ "playbook_swinger_friend_0": "Revel, a drug dealer",
+ "playbook_swinger_friend_1": "Three-Fingers, a lounge singer",
+ "playbook_swinger_friend_2": "Noleburn, a politician",
+ "playbook_swinger_friend_3": "Una Bell, a socialite",
+ "playbook_swinger_friend_4": "Honest Stev, autopod mechanic",
+ "playbook_swinger_description": "A Wheeler And Dealer — The Life Of The Party",
+ "playbook_swinger_xp_condition": "You addressed a challenge with charm or quick-thinking.",
+ "playbook_ability_wing_it": "Here Goes Nothing",
+ "playbook_ability_wing_it_description": "Take 2 stress to roll your Sway rating while performing a different action. Use a free flashback to reveal who you convinced to teach you this particular technique (probably at a party).",
+ "playbook_ability_yeah_baby": "Yeah, Baby",
+ "playbook_ability_yeah_baby_description": "When you agree to an NPC’s proposal, even though it complicates or counters the crew’s goals, everyone else on the crew marks 1 xp while you clear 3 stress.",
+ "playbook_ability_in_the_groove": "In the Groove",
+ "playbook_ability_in_the_groove_description": "Your dance moves are particularly compelling. When you take action while moving it on the dancefloor, take +1d and potency.",
+ "playbook_ability_side_hustles": "Improviser",
+ "playbook_ability_side_hustles_description": "When you push yourself, you can also do one of the following: claim to be anyone and others will consider the possibility, no matter how outlandish — plunge blindly in an unexpected direction and find a new path. ",
+ "playbook_ability_connected": "Always Hustling",
+ "playbook_ability_connected_description": "During downtime, you may give yourself or another crew member +1 downtime action. You get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_party_animal": "Party Animal",
+ "playbook_ability_party_animal_description": "When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_twice_the_fun": "Echo Twin",
+ "playbook_ability_twice_the_fun_description": "There’s an alternate version of you in the resonance field, ghostly and glitched out. Are they you from the past, or future, or something or somewhere else? When you push yourself, you can also summon them to: do some spying for you—confuse or distract your enemies.",
+ "playbook_ability_smooth": "Smooth",
+ "playbook_ability_smooth_description": "Twice per score, you may use your mojo to resist a consequence of suspicion or social faux-pas, or to push yourself when talking your way out of a tight spot or driving under pressure.",
+ "playbook_item_fine_clothes_&_jewelry_description": "A fabulous outfit with a flattering cut, in the latest style. Sure to impress. If you’re carrying this item as a second outfit to change into, it counts as 2 load.",
+ "playbook_item_fine_twoseat_autopod": "Fine two-seat autopod",
+ "playbook_item_fine_twoseat_autopod_description": "The latest model. Is it built for racing, impressing, or surprising your enemies?",
+ "playbook_item_invitation_to_the_party": "An invitation to the party",
+ "playbook_item_invitation_to_the_party_description": "Everybody knows it's not a party if you're not invited.",
+ "playbook_item_concealed_shooter": "Fine concealed shooter",
+ "playbook_item_concealed_shooter_description": "A semi-automatic handgun with a modest calibre. It’s very difficult to detect on your person, even if you’re searched.",
+ "playbook_item_sleeping_pills": "Pocketful of sleeping pills",
+ "playbook_item_sleeping_pills_description": "If someone takes a few of these pills they'll quickly fall unconscious for at least an hour. The victim’s sleep isn’t paranormal, but it is deep — they can only be roused with some effort.",
+ "faction_affiliation_title": "Backing Faction",
+ "faction_affiliation_info": "As an operative you start play with a backing faction. Is it the Palace, Blackthorn Park, or another faction? They may give you a personal mission. Complete this personal mission to gain that faction’s prestige ability.",
+ "faction": "Faction",
+ "personal_mission": "Personal Mission",
+ "failure": "failure",
+ "show_faction_affiliation_section": "Show backing faction box",
+ "show_autopod_section": "Show autopod cohort box",
+ "playbook_ability_infiltrator": "Infiltrator",
+ "playbook_ability_infiltrator_description": "Twice per score, you may use your precision to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth. When you attack from hiding, you get +1d.",
+ "playbook_ability_double_agent": "Double Agent",
+ "playbook_ability_double_agent_description": "You are allowed a second backing faction (they must be unlocked with a project as normal). You gain potency when attempting to influence any of your backing factions.",
+ "playbook_ability_dead_drop": "Dead Drop",
+ "playbook_ability_dead_drop_description": "You have access to a Bound Resonance Entity that will leave up to 2 load of items anywhere you need it. You can flashback to requesting the item(s), left anywhere you choose, for free. ",
+ "playbook_ability_echo_walker": "Echo Walker",
+ "playbook_ability_echo_walker_description": "When you push yourself, you can also disappear into the resonance field immediately. Reappear later, whereever you want (you have to be able to move there physically). When you re-appear you are so cold (level 1 harm) and something from the resonance field may notice/follow you (GM will tick a clock). You may resist these consequences.",
+ "playbook_ability_clean": "Clean",
+ "playbook_ability_clean_description": "Twice per score, you may use your precision to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_wetwork": "Wetwork",
+ "playbook_ability_wetwork_description": "When you push yourself, you can also do one of the following: make an improbable shot at extreme distance or with extreme speed—perform a feat of athletics that verges on the superhuman.",
+ "playbook_ability_cipher": "Cipher",
+ "playbook_ability_cipher_description": "When you use a disguise, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation (and potency).",
+ "playbook_ability_sleeper_agents": "Sleeper Agents",
+ "playbook_ability_sleeper_agents_description": "Once per score, pay 2 stress and nominate a minor NPC. They’ve been working for you this whole time.",
+ "playbook_ability_control": "Control",
+ "playbook_ability_control_description": "Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls, and you may count multiple 6s from different rolls as a critical.",
+ "playbook_operative_friends_title": "Covert Friends",
+ "playbook_operative_friend_0": "Ankhayat, a diplomat",
+ "playbook_operative_friend_1": "Tailor, a handler",
+ "playbook_operative_friend_2": "Karla, a field agent",
+ "playbook_operative_friend_3": "Percy, a cat-burglar",
+ "playbook_operative_friend_4": "Bowman, an undersecretary",
+ "playbook_operative_description": "A Stealthy And Clandestine Espionage Professional",
+ "playbook_operative_xp_condition": "You addressed a challenge with stealth or subterfuge.",
+ "playbook_item_truth_serum": "Truth serum syringe",
+ "playbook_item_truth_serum_description": "Delivers one dose of a truth serum. The victim becomes delirious and suggestible for up to an hour, open to answering all sorts of questions.",
+ "playbook_item_fine_sniper_rifle": "Fine sniper rifle",
+ "playbook_item_fine_sniper_rifle_description": "A high-powered sniper rifle complete with silencer. Deadly at long range, unwieldy in close quarters",
+ "playbook_item_tiny_tracking_device": "Tiny tracking device",
+ "playbook_item_tiny_tracking_device_description": "A small tracking device (adhesive and/or magnetic) and a handheld gadget that show the device's current location. Works reliably up to a distance of two city districts away.",
+ "playbook_item_fine_silenced_shooter": "Fine silenced shooter",
+ "playbook_item_fine_silenced_shooter_description": "A finely-made semi-automatic handgun with a modest calibre. Quiet as a whisper.",
+ "playbook_item_fine_disguise": "Fine disguise",
+ "playbook_item_fine_disguise_description": "A state-of-the-art disguise of one specific person. Includes clothing as well as a super-realistic latex mask and wig. Could fool their own family, assuming you're roughly the same height and build. If you’re carrying this item as a second outfit to change into, it counts as 2 load.",
+ "playbook_ability_precognition": "Precognition",
+ "playbook_ability_precognition_description": "Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this in advance.",
+ "playbook_ability_psychokinesis": "Psychokinesis",
+ "playbook_ability_psychokinesis_description": "When you push yourself, you can also do one of the following: levitate for a short time—violently push or pull objects through the air.",
+ "playbook_ability_extrasensory_perception": "Extrasensory Perception",
+ "playbook_ability_extrasensory_perception_description": "Twice per score, you may use your sixth sense to resist a paranormal consequence, or to push yourself when you deal with paranormal forces.",
+ "playbook_ability_forbidden_science": "Forbidden Science",
+ "playbook_ability_forbidden_science_description": "You can use a downtime action to perform a paranormal experiment to manifest a supernatural effect or being. Gain one free downtime action to perform such experiments.",
+ "playbook_ability_resonance_projection": "Echo Projection",
+ "playbook_ability_resonance_projection_description": "Pay 2 stress to become a radiant being of crackling energy. While in this mode you ignore all harm penalties (level 4 harm is still lethal), your physical attacks gain potency, and you can push yourself to shoot arcs of electroplasmic lightning. The projection drops at the end of the scene (or pay 2 stress to continue for another scene). When you drop the projection, take the level 2 harm Drained and the GM will tick a clock of their choice (you may resist these consequences).",
+ "playbook_ability_galaxy_brain": "Galaxy Brain",
+ "playbook_ability_galaxy_brain_description": "When you drop Echo Projection, the GM no longer ticks a clock (you still take the Drained harm).",
+ "playbook_ability_medium": "Medium",
+ "playbook_ability_medium_description": "You can communicate with all paranormal entities, even those not present in the physical realm. Take +1d and potency when you do.",
+ "playbook_ability_parapsychology": "Parapsychology",
+ "playbook_ability_parapsychology_description": "You're immune to the terror that paranormal entities inflict on sight. Take +1d to resistance rolls with Resolve. Take +1d when you gather info about the paranormal.",
+ "playbook_paranormalist_friends_title": "Strange Friends",
+ "playbook_paranormalist_friend_0": "Goodridge, an archivist",
+ "playbook_paranormalist_friend_1": "Scurlock, a recluse",
+ "playbook_paranormalist_friend_2": "Padeen, a Strelai operative",
+ "playbook_paranormalist_friend_3": "Warley, a mind traveler",
+ "playbook_paranormalist_friend_4": "Chime, an old whisper",
+ "playbook_paranormalist_description": "A Maverick Thinker And Visionary",
+ "playbook_paranormalist_xp_condition": "You addressed a challenge with knowledge or paranormal power.",
+ "playbook_item_fine_resonance_gauge": "Fine resonance gauge",
+ "playbook_item_fine_resonance_gauge_description": "A handheld device that measures resonance in its vicinity. Can be used to detect paranormal activity and locate resonance entities.",
+ "playbook_item_resonance_accelerator_pack": "Resonance accelerator pack",
+ "playbook_item_resonance_accelerator_pack_description": "A handheld particle-thrower connected to a backpack-sized resonance accelerator. Blasts a stream of highly focused, polarized electroplasmic energy. Suitable for grappling with a resonance entity and dragging it into a containment unit.",
+ "playbook_item_fine_echo_containment_unit": "Fine echo containment unit",
+ "playbook_item_fine_echo_containment_unit_description": "A device used to hold a single resonance entity for containment and safe transport. Designed for Class I - IV resonance entities. Not advised for Class V or above.",
+ "playbook_item_psychic_amplification_device": "Psychic amplification device",
+ "playbook_item_psychic_amplification_device_description": "An experimental piece of equipment that focuses the wearer's paranormal abilities. Also affords some measure of protection against paranormal assault. What does yours look like; is it a helmet, a circlet, a glove or gauntlet, or something else? Did you invent it yourself, or acquire it some other way?",
+ "playbook_item_hallucinogenic_pills": "Pocketful of hallucinogenic pills",
+ "playbook_item_hallucinogenic_pills_description": "Induces a psychedelic state, altering the user's fundamental perception of reality. They partially lose control of their body, becoming confused and disoriented (moderate harm, may be resisted). Some find that this state frees their true consciousness, allowing deep spiritual connection to take place; may improve the effect of actions relating to attunement.",
+ "playbook_ability_a_room_of_your_own": "A Room of Your Own",
+ "playbook_ability_a_room_of_your_own_description": "You have your own secret little den. You can now put stacks into your bank. You have a pet. You can spend a downtime action to look after the pet (describe the lengths you go to), and mark 2 xp in a memory clock of your choice.",
+ "advanced_visual_sensors": "Advanced Visual Sensors",
+ "advanced_visual_sensors_description": "Your eyes can switch to various visual modes, including night vision, heat vision, and ultra-zoom.",
+ "life_like_appearance": "Life-Like Appearance",
+ "life_like_appearance_description": "Utilizing the latest super-realistic latex, you are masterfully crafted to pass for a living being (unless closely scrutinized).",
+ "hidden_compartment": "Hidden Compartment",
+ "hidden_compartment_description": "Your frame has a secret compartment that escapes even the most thorough search. Lead-lined to prevent x-ray scanning.",
+ "smokescreen_emitter": "Smokescreen Emitter",
+ "smokescreen_emitter_description": "An emergency system that can exude a dark, acrid cloud of smoke — enough to fill a large room.",
+ "surveillance_hardware": "Surveillance Hardware",
+ "surveillance_hardware_description": "The latest espionage equipment, including an ultra-sensitive microphone that can hear at long range or through walls, and tape-feed to record this audio.",
+ "jet_propulsion": "Jet Propulsion",
+ "jet_propulsion_description": "Your frame includes jet boosters that provide a limited form of flight (either slow or temporary).",
+ "owning_faction": "Owning faction",
+ "hull_blurb1": "Spend a downtime action going ON PROGRAM. In this state you do the work assigned by your controller. The GM will tell you what did. Each downtime phase you skip this, tick the suspicion clock. When full, your owning faction will take steps against you, including cutting you off from their industrial-grade generator (see below).",
+ "suspicion": "suspicion",
+ "hull_blurb2": "Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain. When you mark your last drain box, you go ON PROGRAM immediately (the GM will tell you what you do). Deadlock a key as normal. If you have no keys yet, choose a robotic deadlock instead (brutal, detached, ruthless, or unstable) and mark it below. ",
+ "hull_no_keys": "(You start with no keys)",
+ "damage": "Damage",
+ "designation": "Designation",
+ "human_memories": "Human Memories",
+ "memory_blurb": "Whenever you would mark playbook xp, you can tick a memory clock instead . When the clock is full, fill in the memory. You also remember: One key of your choice, a human contact, and a special ability from another playbook.",
+ "memory_clock": "Memory clock",
+ "memoryclock1": "What was my name and heritage?",
+ "memory1_blurb": "Add a former friend (choose from friends of other players), key, and special ability",
+ "memoryclock2": "What was my background? Who or what did I love most in life?",
+ "memory2_blurb": "Add a former friend (choose from rivals of other players), key, and special ability",
+ "memoryclock3": "What did I leave unfinished? ",
+ "memory3_blurb": "Add a former friend (choose from friends of other players), key, and special ability",
+ "memoryclock4": "What crime was I sentenced to be Reformed for? ",
+ "memory4_blurb": "Remember a rival (someone powerful and dangerous), key, and special ability",
+ "specialabilities_blurb": "Whenever you fill a memory clock, choose another playbook and roll 1d8. Use your result to count down the list of abilities from the top, and take that one. If it involves special items, you get those too. How did you acquire these items?",
+ "markxp_blurb": "When you’ve completed all four memories, replace your first XP trigger with this one:
You worked to free yourself from your owning faction and controller, or you addressed a challenge with your humanity.",
+ "marking_xp": "Marking XP",
+ "ward_boss": "Ward Boss",
+ "anger": "Anger",
+ "planning_meeting": "Planning Meeting",
+ "1_table_opportunities": "1. TABLE OPPORTUNITIES",
+ "1_table_blurb": "GM and every player each table an opportunity, providing one or two of: a client; a target faction; and/or an operation type. Consider: