New translations translation.json (Finnish)

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roll20deploy
2025-05-29 15:25:03 -04:00
parent 4a9bdb12ee
commit 6000e3776c
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@@ -1,4 +1,5 @@
{
"(no heavy items)": "(no heavy items)",
"+heavy_description": "The addition of chain mail, metal plates, a metal helm",
"+heavy": "+Heavy",
"a_2nd_pistol": "A 2nd Pistol",
@@ -11,13 +12,19 @@
"a_pistol": "A Pistol",
"ability_description": "Ability description",
"ability_name": "Ability Name",
"accept_a": "accept a",
"Action": "Action",
"add_abilities": "Add abilities",
"add_contacts": "Add contacts",
"add_friends": "Add friends",
"add_items": "Add items",
"add_second_harm3": "Add a second Level 3 Harm space (for Tough As Nails)",
"add_type_dc": "Add Type: 10 coin",
"add_type": "Add Type: 2",
"add_upgrades": "Add upgrades",
"adepts": "Adepts",
"advancement_clock_size": "Number of segments in advancement clocks",
"Advancement": "Advancement",
"alcahest": "Alcahest",
"alchemicals_label": "Label for alchemicals section",
"alchemicals": "Alchemicals",
@@ -28,6 +35,8 @@
"an_upgrade": "An upgrade",
"arcane_implements_description": "A vial of quicksilver. A pouch of black salt. A spirit anchor in the form of a small stone. A spirit bottle. A vial of electroplasm, designed to break and splatter on impact.",
"arcane_implements": "Arcane Implements",
"arclighter_glimmer_description": "A pen-sized gadget powered by a vial of electroplasm inserted into it. When the mechanism is activated with a flick of the thumb, it produces a small arc of crackling energy — useful for lighting a cigarette, seeing in the dark, or powering an electric device (until the electroplasm runs out). Glimmer is the colloquial name for a faceted crystalline attachment for an arclighter, which turns it into a small lamp, easily clipped to a lapel or belt to provide hands-free light when you need it.",
"arclighter_glimmer": "Arclighter & Glimmer",
"armor_description": "A thick leather tunic plus reinforced gloves and boots.",
"armor_uses": "Armor uses",
"armor": "Armor",
@@ -41,6 +50,7 @@
"background_info": "Academic — Labor — Law — Trade — Military — Noble — Underworld",
"background": "Background",
"bandoliers": "Bandoliers",
"bank": "bank",
"bestial": "Bestial",
"binding_oil": "Binding Oil",
"boat_carriage_other": "Boat — Carriage — Other",
@@ -120,6 +130,8 @@
"claim_infirmary": "Infirmary",
"claim_info_biz_description": "(Tier roll) - Heat = \ncoin in downtime",
"claim_info_biz": "Information\nBusiness",
"claim_informants_dc_description": "+1 tick when\nyou work on an\ninvestigation project",
"claim_informants_dc": "Informants",
"claim_informants_description": "+1d gather info\nfor scores",
"claim_informants": "Informants",
"claim_interrogation_chamber_description": "+1d to Command\nand Sway on site",
@@ -197,8 +209,12 @@
"claim_vice_den": "Vice Den",
"claim_victim_trophies_description": "+1 rep per score",
"claim_victim_trophies": "Victim\nTrophies",
"claim_warehouse_dc_description": "+1 Acquire activity\neach downtime",
"claim_warehouse_dc": "Warehouse",
"claim_warehouse_description": "Stockpiles give you\n+1d to acquire\nassets",
"claim_warehouse": "Warehouse",
"claim_warehouses_dc_description": "Gain +1 Acquire\nactivity per downtime",
"claim_warehouses_dc": "Warehouses",
"claim_warehouses_description": "Stockpiles give you\n+1d to acquire\nassets",
"claim_warehouses": "Warehouses",
"clanking": "Clanking",
@@ -210,6 +226,7 @@
"cohort_quality": "Cohort Quality",
"cohort": "Cohort",
"cohorts": "Cohorts",
"coin_per_box": "coin/box",
"coin": "Coin",
"cold": "Cold",
"command_description": "Command obedience with your force of personality; intimidate or threaten; lead an action with one of the crew's gangs.",
@@ -217,6 +234,7 @@
"consequence": "Consequence",
"consort_description": "Consort with connections from your heritage, background, friends, or rivals to gain access to resources, information, people, or places.",
"consort": "Consort",
"conspicuous": "Conspicuous",
"contact_name": "Contact name",
"contacts": "Contacts",
"controlled": "Controlled",
@@ -224,16 +242,22 @@
"crew_ability_accord": "Accord",
"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_all_hands": "All Hands",
"crew_ability_anointed_dc_description": "Choose a type of supernatural being: ghost, vampire, or demon. You now bear a ritual tattoo of warding against them. When you suffer Harm from a creature of that type, reduce its level by one.",
"crew_ability_anointed_dc": "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_anointed": "Anointed",
"crew_ability_as_one_description": "When you do violence or perform a ritual alongside your cohorts, they get +1d for teamwork rolls.",
"crew_ability_as_one": "As One",
"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_as_good_as_your_word": "As Good as Your Word",
"crew_ability_as_one_description": "When you do violence or perform a ritual alongside your cohorts, they get +1d for teamwork rolls.",
"crew_ability_as_one": "As One",
"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_avengers": "Avengers",
"crew_ability_blood_brothers_dc_description": "When you fight alongside your cohorts in combat, they throw themselves wildly into the fray. Any PC in the battle may avoid Harm they suffer by marking it on the cohort, instead. Your cohorts get the Thug type for free.",
"crew_ability_blood_brothers_dc": "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_blood_brothers": "Blood Brothers",
"crew_ability_bound_in_darkness_dc_description": "When you begin a score, each PC that has not lost favor with your deity gains 1 Edge. You may transfer Edge to another cult member without needing to take any action to help them. By taking 1 Stress, your whispered message is heard by every cult member.",
"crew_ability_bound_in_darkness_dc": "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_bound_in_darkness": "Bound in Darkness",
"crew_ability_chosen_description": "Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
@@ -298,12 +322,16 @@
"crew_ability_misdirection": "Misdirection",
"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_moral_compass": "Moral Compass",
"crew_ability_no_traces_dc_description": "When you take Heat in Downtime, reduce the total by 1. When you end downtime with zero Heat, take +1 Rep.",
"crew_ability_no_traces_dc": "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_no_traces": "No Traces",
"crew_ability_nobodies_description": "Take -1 heat during downtime. You get +1d to deceive people when you pass yourselves off as servants or labourers.",
"crew_ability_nobodies": "Nobodies",
"crew_ability_pack_rats_description": "Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
"crew_ability_pack_rats": "Pack Rats",
"crew_ability_patron_dc_description": "You have a benefactor that helps your crew in Downtime by reducing one crew upgrade cost by 2 -or- reducing your Heat by 2. Who is your patron? Why do they help you?",
"crew_ability_patron_dc": "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_patron": "Patron",
"crew_ability_persuasive_description": "Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
@@ -332,8 +360,12 @@
"crew_ability_shadows": "Shadows",
"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_silver_tongues": "Silver Tongues",
"crew_ability_slippery_dc_description": "Your effective Wanted Level is one less than its actual value (and may go up to 5). When you suffer an entanglement, reduce any Coin, Heat, or Rep cost you pay by one.",
"crew_ability_slippery_dc": "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_slippery": "Slippery",
"crew_ability_synchronized_dc_description": "When you execute a coordinated maneuver as a team, any 6s rolled by any team member can be freely distributed to teammates to use on their rolls.",
"crew_ability_synchronized_dc": "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_synchronized": "Synchronized",
"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).",
@@ -449,12 +481,15 @@
"crew_smugglers_hunting_grounds_type": "Cargo Types",
"crew_smugglers_xp_condition": "Execute a successful smuggling or acquire new clients or contraband sources.",
"crew_tier": "Crew Tier",
"crew_upgrade_assassin_rigging_dc": "Assassin rigging (2 free load of weapons or gear, including a heavy item while your load is discreet, if you wish)",
"crew_upgrade_assassin_rigging": "Assassin rigging (2 free load of weapons or gear)",
"crew_upgrade_barge": "Barge (+mobility for lair)",
"crew_upgrade_bravos_rigging_dc": "Bravos rigging (2 free load of weapons or armor, including a heavy item while your load is discreet, if you wish)",
"crew_upgrade_bravos_rigging": "Bravos rigging (2 free load of weapons or armor)",
"crew_upgrade_calm": "Calm (+1 stress box)",
"crew_upgrade_camouflage": "Camouflage (vehicles are perfectly concealed at rest)",
"crew_upgrade_composed": "Composed (+1 stress box)",
"crew_upgrade_cult_rigging_dc": "Cult rigging (2 free load of documents or implements, including a heavy item while your load is discreet, if you wish)",
"crew_upgrade_cult_rigging": "Cult rigging (2 free load of documents or implements)",
"crew_upgrade_dedicated_crafters": "Dedicated crafters",
"crew_upgrade_elite_adepts": "Elite Adepts",
@@ -462,9 +497,11 @@
"crew_upgrade_elite_rovers": "Elite Rovers",
"crew_upgrade_elite_skulks": "Elite Skulks",
"crew_upgrade_elite_thugs": "Elite Thugs",
"crew_upgrade_emcee_rigging_dc": "Emcee Rigging (1 item has no load and is concealed, including a heavy item while your load is discreet, if you wish)",
"crew_upgrade_emcee_rigging": "Emcee Rigging (1 item has no load and is concealed)",
"crew_upgrade_full_pockets": "Full Pockets (+1d to actions sweetened with a bribe)",
"crew_upgrade_hardened": "Hardened (+1 trauma box)",
"crew_upgrade_hawker's_rigging_dc": "Hawker's rigging (1 carried item is concealed and has no load, including a heavy item while your load is discreet, if you wish)",
"crew_upgrade_hawker's_rigging": "Hawker's rigging (1 carried item is concealed and has no load)",
"crew_upgrade_improvised_load": "Improvised Load (2 items are innocuous)",
"crew_upgrade_ironhook_contacts": "Ironhook Contacts (+1 Tier in prison)",
@@ -473,10 +510,13 @@
"crew_upgrade_ordained": "Ordained (+1 trauma box)",
"crew_upgrade_ritual_sanctum_in_lair": "Ritual sanctum in lair",
"crew_upgrade_rituals_of_earth_and_blood": "Rituals of Earth and Blood",
"crew_upgrade_roots_rigging_dc": "Roots Rigging (1 carried item is concealed and has no load, including a heavy item while your load is discreet, if you wish)",
"crew_upgrade_roots_rigging": "Roots Rigging (1 carried item is concealed and has no load)",
"crew_upgrade_smuggler's_rigging_dc": "Smuggler's rigging (2 items carried are perfectly concealed, including a heavy item while your load is discreet, if you wish)",
"crew_upgrade_smuggler's_rigging": "Smuggler's rigging (2 items carried are perfectly concealed)",
"crew_upgrade_steady": "Steady (+1 stress box)",
"crew_upgrade_sustained": "Sustained (+1 trauma box)",
"crew_upgrade_thief_rigging_dc": "Thief Rigging (2 free load of tools or gear, including a heavy item while your load is discreet, if you wish)",
"crew_upgrade_thief_rigging": "Thief Rigging (2 free load of tools or gear)",
"crew_upgrade_unbroken": "Unbroken (+1 trauma box)",
"crew_upgrade_underground_maps_&_passkeys": "Underground maps & passkeys",
@@ -498,7 +538,16 @@
"custom_action_labels": "Use custom action labels",
"cutter": "Cutter",
"dark_talent": "Vampire's Dark Talent:",
"dc_action_module": "Deep Cuts Action Module",
"dc_advancement_module": "Deep Cuts Advancement Module",
"dc_downtime_module": "Deep Cuts Downtime Module",
"dc_factions_module": "Deep Cuts Factions",
"dc_harm_module": "Deep Cuts Harm Module",
"dc_load_module": "Deep Cuts Load Module",
"debt": "debt",
"deception": "Deception",
"deep_cuts_modules": "Deep Cuts:",
"deepcuts": "Deep Cuts",
"deity_features_info": "Alluring — Cruel — Ferocious — Monstrous — Radiant — Sinister — Serene — Transcendent",
"deity_label": "Label to use for Deity",
"deity": "Deity",
@@ -514,11 +563,14 @@
"detail_stealth": "Entry point",
"detail_transport": "Route",
"devils_bargain": "Devil's Bargain",
"discreet": "Discreet",
"documents_description": "A collection of slim volumes on a variety of topics, including a registry of the nobility, City Watch commanders, and other notable citizens. Blank pages, a vial of ink, a pen. A number of interesting maps.",
"documents": "Documents",
"Downtime": "Downtime",
"drain": "Drain",
"drift_oil": "Drift Oil",
"drown_powder": "Drown Powder",
"edge": "edge",
"edges": "Edges",
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
@@ -537,6 +589,7 @@
"faction_charterhall": "Charterhall",
"faction_city_council": "City Council",
"faction_coalridge": "Coalridge",
"faction_covenant": "Covenant",
"faction_crow's_foot": "Crow's Foot",
"faction_cyphers": "Cyphers",
"faction_dagger_isles_consulate": "Dagger Isles Consulate",
@@ -548,6 +601,7 @@
"faction_ink_rakes": "Ink Rakes",
"faction_inspectors": "Inspectors",
"faction_ironhook_prison": "Ironhook Prison",
"faction_ironworks_labor": "Ironworks Labor",
"faction_iruvian_consulate": "Iruvian Consulate",
"faction_laborers": "Laborers",
"faction_leviathan_hunters": "Leviathan Hunters",
@@ -556,7 +610,9 @@
"faction_mode": "Faction Mode",
"faction_nightmarket": "Nightmarket",
"faction_notes": "Faction notes",
"faction_ragskulla": "Ragskulla",
"faction_rail_jacks": "Rail Jacks",
"faction_rowan_house": "Rowan House",
"faction_sailors": "Sailors",
"faction_servants": "Servants",
"faction_severosi_consulate": "Severosi Consulate",
@@ -564,8 +620,12 @@
"faction_six_towers": "Six Towers",
"faction_skovlan_consulate": "Skovlan Consulate",
"faction_skovlander_refugees": "Skovlander Refugees",
"faction_sparkrunners": "Sparkrunners",
"faction_sparkwrights": "Sparkwrights",
"faction_spirit_wardens": "Spirit Wardens",
"faction_strangers": "Strangers",
"faction_strangford_house": "Strangford House",
"faction_tangletown": "Tangletown",
"faction_the_billhooks": "The Billhooks",
"faction_the_brigade": "The Brigade",
"faction_the_church_of_ecstasy": "The Church of Ecstasy",
@@ -590,6 +650,9 @@
"faction_the_weeping_lady": "The Weeping Lady",
"faction_the_wraiths": "The Wraiths",
"faction_ulf_ironborn": "Ulf Ironborn",
"faction_unchained": "Unchained",
"faction_unity_commission": "Unity Commission",
"faction_void_divers": "Void Divers",
"faction_whitecrown": "Whitecrown",
"factions_title": "Factions of Doskvol",
"factions1": "Underworld",
@@ -655,12 +718,14 @@
"ghost": "Ghost",
"gloom": "Gloom",
"grenade": "Grenade",
"Harm": "Harm",
"harm": "Harm",
"haunted": "Haunted",
"hawkers": "Hawkers",
"healing": "Healing",
"heat_label": "Label to use for Heat",
"heat": "Heat",
"heavy_items": "Heavy items: Conspicuous load only",
"heavy": "Heavy",
"heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros",
"heritage": "Heritage",
@@ -681,6 +746,7 @@
"impaired": "Impaired",
"implements": "Implements",
"indulge_vice": "Indulge Vice",
"Innovations": "Innovations",
"insight_description": "Resist consequences from deception or understanding.",
"insight": "Insight",
"italics_dont_count": "(italics don't count for load)",
@@ -695,10 +761,12 @@
"leech": "Leech",
"less_effect": "Less Effect",
"lifestyle": "Lifestyle",
"light_items": "Light items",
"light": "Light",
"list_crews": "Assassins, Bravos, Cult, Hawkers, Shadows, Smugglers, or Vigilantes; or Emcees, Roots, or River from City of Red Waters.",
"list_playbooks": "Cutter, Hound, Leech, Lurk, Slide, Spider, Whisper, Ghost, Hull, or Vampire.",
"load:": "Load:",
"Load": "Load",
"load": "load",
"look": "Look",
"lurk": "Lurk",
@@ -708,7 +776,9 @@
"mirage": "Mirage",
"name": "Name",
"need_help": "Need Help",
"new_cohort_dc": "New Cohort: 2 adv",
"new_cohort": "New Cohort: 2",
"new_dc_factions": "Use new factions from Deep Cuts when generating factions",
"normal": "Normal",
"notes": "Notes",
"number_stress_boxes": "Number of stress boxes",
@@ -730,6 +800,8 @@
"playbook_ability_alchemist": "Alchemist",
"playbook_ability_ambitious_description": "You gain an additional xp trigger: You defended your turf or tried to expand it. If your crew followed your lead, also mark crew xp.",
"playbook_ability_ambitious": "Ambitious",
"playbook_ability_ambush_dc_description": "You can twist and fold your body to hide in impossibly small and tight spaces.",
"playbook_ability_ambush_dc": "Contortionist",
"playbook_ability_ambush_description": "When you attack from hiding or spring a trap, you get +1d.",
"playbook_ability_ambush": "Ambush",
"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.",
@@ -738,10 +810,14 @@
"playbook_ability_arcane_sight": "Arcane Sight",
"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_artificer": "Artificer",
"playbook_ability_assimilated_description": "Switch to a new playbook and its xp triggers, to reflect your new life in this world. You keep your current action ratings (dont add the starting playbook dots) and special abilities.",
"playbook_ability_assimilated": "Assimilated",
"playbook_ability_automaton_description": "You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
"playbook_ability_automaton": "Automaton",
"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_battleborn": "Battleborn",
"playbook_ability_bodyguard_dc_description": "When you gather information to anticipate possible threats in the current situation, you get detailed answers to these questions: Is anyone here a threat to us? What do they intend to do? Whats our best escape route? When you protect or cover someone, take +1d to your rolls.",
"playbook_ability_bodyguard_dc": "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_bodyguard": "Bodyguard",
"playbook_ability_calculating_description": "Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
@@ -752,10 +828,14 @@
"playbook_ability_compartments": "Compartments",
"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_compel": "Compel",
"playbook_ability_connected_dc_description": "Make a 6-clock called “Favor.” During downtime, tick this clock in place of spending Coin or taking Heat, 1-for-1. When the clock fills, one of your friends or allies calls on the crew for help with something. When you help them, clear the clock.",
"playbook_ability_connected_dc": "Connected",
"playbook_ability_connected_description": "During downtime, you get +1 result level when you acquire an asset or reduce heat.",
"playbook_ability_connected": "Connected",
"playbook_ability_cut-out_description": "You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself when acting on someone elses behalf.",
"playbook_ability_cut-out": "Cut-out",
"playbook_ability_daredevil_dc_description": "You get +1d for desperate rolls, but take -1d when you push yourself to avoid or reduce the consequence.",
"playbook_ability_daredevil_dc": "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_daredevil": "Daredevil",
"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.",
@@ -766,20 +846,42 @@
"playbook_ability_driven": "Driven",
"playbook_ability_electroplasmic_projectors_description": "You may release some of your plasmic 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 spirit. Take 1 drain for each level of magnitude.",
"playbook_ability_electroplasmic_projectors": "Electroplasmic Projectors",
"playbook_ability_expertise_dc_description": "Choose one of your Actions. When you lead a group using that Action, you and your allies get +1d to push yourself rolls.",
"playbook_ability_expertise_dc": "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_expertise": "Expertise",
"playbook_ability_eye_for_weakness_description": "When you gather information about someones vulnerabilities, you get +1 effect. If you use this information to help plan a score, you also get +1d to the engagement roll for that operation.",
"playbook_ability_eye_for_weakness": "Eye for Weakness",
"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_focused": "Focused",
"playbook_ability_foresight_dc_description": "Twice per score, describe how your careful preparations add +1d to a teammates roll, or invoke a flashback without paying Stress.",
"playbook_ability_foresight_dc": "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_foresight": "Foresight",
"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_fortitude": "Fortitude",
"playbook_ability_fortune_teller_description": "You may Attune to a nearby persons thoughts, in order to “hear” them yourself.",
"playbook_ability_fortune_teller": "Fortune Teller",
"playbook_ability_fractured_base_description": "You have traveled through a fracture: an unstable portal from another world. Add an action dot for your background and one for your heritage (as usual). Then distribute four dots among your actions (max rating 2). Depending on the nature of the other world and your past (determined by you and the GM), choose one of the Fractured Options.",
"playbook_ability_fractured_base": "Fractured",
"playbook_ability_fractured_blend_description": "You blend in. You have acquired clothes and accessories to pass as a local and can suppress any accent or unusual idioms. You gain Subterfuge from the Slide.",
"playbook_ability_fractured_blend": "Fractured Option 5",
"playbook_ability_fractured_changed_description": "The fracture changed you. You gain Ghost Veil from the Lurk.",
"playbook_ability_fractured_changed": "Fractured Option 4",
"playbook_ability_fractured_driven_description": "You are driven to uncover the truth of whats happened to you. You gain Analyst from the Leech.",
"playbook_ability_fractured_driven": "Fractured Option 3",
"playbook_ability_fractured_endured_description": "You have endured great suffering. You gain Tough as Nails from the Hound.",
"playbook_ability_fractured_endured": "Fractured Option 2",
"playbook_ability_fractured_handle_description": "You know how to handle yourself. You gain Battleborn or Bodyguard from the Cutter.",
"playbook_ability_fractured_handle": "Fractured Option 1",
"playbook_ability_fractured_occult_description": "You are familiar with the occult and supernatural. You gain Ghost Mind or Iron Will from the Whisper.",
"playbook_ability_fractured_occult": "Fractured Option 6",
"playbook_ability_fractured_trained_description": "Youre specially trained. Add 1 dot to an action (max rating 3), -or- gain Alchemist, Artificer, or Physicker from the Leech.",
"playbook_ability_fractured_trained": "Fractured Option 7",
"playbook_ability_frame_upgrade_description": "Choose an additional frame feature. This upgrade may be taken up to four times.",
"playbook_ability_frame_upgrade": "Frame Upgrade",
"playbook_ability_functioning_vice_dc_description": "When you indulge with a companion, your 1 Coin expenditure covers their Vice cost as well. When you overindulge, instead of a reaction, you may reset to 2 Stress.",
"playbook_ability_functioning_vice_dc": "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_functioning_vice": "Functioning Vice",
"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\".",
@@ -798,6 +900,8 @@
"playbook_ability_ghost_in_the_machine": "Ghost in the Machine",
"playbook_ability_ghost_legion_description": "Your entourage gains potency when fighting the supernatural or defending you from it, and an arcane ability: they can capture ghosts, they can survive in the deathlands, or you can possess their bodies from afar. Take this ability again to choose an additional arcane ability for your entourage.",
"playbook_ability_ghost_legion": "Ghost Legion",
"playbook_ability_ghost_mind_dc_description": "Youre always aware of supernatural entities in your presence. When you gather information about arcane powers or entities, you get detailed answers to these questions: What kind of supernatural forces are here? What should I do to avoid / neutralize / control them? If I sense the recent spirit traces of living beings here, what do I see them doing? Can I easily sense who they are and where they went, or are they obscured in some way?",
"playbook_ability_ghost_mind_dc": "Ghost Mind",
"playbook_ability_ghost_mind_description": "Youre always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
"playbook_ability_ghost_mind": "Ghost Mind",
"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",
@@ -814,6 +918,8 @@
"playbook_ability_infiltrator": "Infiltrator",
"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_interface": "Interface",
"playbook_ability_iron_will_dc_description": "Youre immune to the terror that some supernatural entities inflict. Add +1d when you roll against fear or hesitation.",
"playbook_ability_iron_will_dc": "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_iron_will": "Iron Will",
"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).",
@@ -830,6 +936,8 @@
"playbook_ability_machinist": "Machinist",
"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_manifest": "Manifest",
"playbook_ability_mastermind_dc_description": "You may expend your special armor to protect a teammate, or to push yourself when you use logic or strategy.",
"playbook_ability_mastermind_dc": "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_mastermind": "Mastermind",
"playbook_ability_mesmerism_description": "When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
@@ -838,6 +946,8 @@
"playbook_ability_misdirection": "Misdirection",
"playbook_ability_monstrous_description": "You can push yourself to do one of the following: perform a feat of athletics that verges on the superhuman—take on the appearance of a frightening monster.",
"playbook_ability_monstrous": "Monstrous",
"playbook_ability_mule_dc_description": "Your load limits are higher. Conspicuous: 8. Discreet: 6. Youre encumbered at 9 boxes of load and can carry a maximum of 10 load. Carrying heavy items doesn't affect your speed or agility.",
"playbook_ability_mule_dc": "Mule",
"playbook_ability_mule_description": "Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
"playbook_ability_mule": "Mule",
"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.",
@@ -846,6 +956,8 @@
"playbook_ability_occultist": "Occultist",
"playbook_ability_overcharge_description": "Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
"playbook_ability_overcharge": "Overcharge",
"playbook_ability_physicker_dc_description": "You can Tinker with bones, blood, and bodily humours to treat wounds. You can attempt to stabilize someone who just suffered a mortal injury. You may Study a poison, malady or corpse. In downtime, use the recover activity to act as a Physicker for those who recover (including yourself) with Quality equal to your Tinker rating. If you have level 3 or 4 Harm, you must recover before you use this ability in downtime.",
"playbook_ability_physicker_dc": "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_physicker": "Physicker",
"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).",
@@ -870,8 +982,12 @@
"playbook_ability_rook's_gambit": "Rook's Gambit",
"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_saboteur": "Saboteur",
"playbook_ability_savage_dc_description": "When you intimidate, threaten, or commit violence, youre terrifying. Ask the GM who flees or surrenders, who backs off slowly, and who hesitates.",
"playbook_ability_savage_dc": "Fearsome Aspect",
"playbook_ability_savage_description": "When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
"playbook_ability_savage": "Savage",
"playbook_ability_scout_dc_description": "When you gather information to locate a target, you get detailed answers to these questions: What signs do I find that show where theyre going? How can I catch up to them, cut them off, or set up an ambush ahead? When you hide in a prepared position or use camouflage, add +1d to any rolls you make.",
"playbook_ability_scout_dc": "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_scout": "Scout",
"playbook_ability_secondary_hull_description": "Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
@@ -884,6 +1000,8 @@
"playbook_ability_shadow": "Shadow",
"playbook_ability_sharpshooter_description": "You can push yourself to do one of the following: make a ranged attack at extreme distance beyond whats normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
"playbook_ability_sharpshooter": "Sharpshooter",
"playbook_ability_sinister_guile_dc_description": "You get 2 free additional downtime activities.",
"playbook_ability_sinister_guile_dc": "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_sinister_guile": "Sinister Guile",
"playbook_ability_snake_charmer_description": "As long as you perform before a crowd, it is unable to be dispersed, and one person you name, in particular, is too transfixed to leave.",
@@ -908,8 +1026,12 @@
"playbook_ability_the_devil's_footsteps": "The Devil's Footsteps",
"playbook_ability_the_tiger's_fury_description": "You can push yourself to do one of the following: move to any location on the field of battle that you can see—push violently against your enemies, knocking them back, down, or over.",
"playbook_ability_the_tiger's_fury": "The Tiger's Fury",
"playbook_ability_tough_as_nails_dc_description": "You gain a second space to record level 3 Harm. When you suffer a mortal wound, you may mark 3 Stress to stabilize it and stay alive.",
"playbook_ability_tough_as_nails_dc": "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_tough_as_nails": "Tough as Nails",
"playbook_ability_trust_in_me_dc_description": "When you deceive or influence a target with whom you have an intimate relationship, theyre especially vulnerable to you. Also, add +1d if you need to make a Threat Roll against them.",
"playbook_ability_trust_in_me_dc": "Trust in Me",
"playbook_ability_trust_in_me_description": "You get +1d vs. a target with whom you have an intimate relationship.",
"playbook_ability_trust_in_me": "Trust in Me",
"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.",
@@ -922,6 +1044,8 @@
"playbook_ability_venomous": "Venomous",
"playbook_ability_veteran_description": "Choose a special ability from another source (can be taken more than once).",
"playbook_ability_veteran": "Veteran",
"playbook_ability_vigorous_dc_description": "Permanently fill one segment of your healing clock. When you fight unarmed, your body is a fine weapon.",
"playbook_ability_vigorous_dc": "Like Hardened Steel",
"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_vigorous": "Vigorous",
"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.",
@@ -956,6 +1080,9 @@
"playbook_forger_xp_condition": "You addressed a challenge with technical skills or devices.",
"playbook_ghost_description": "A spirit without a body",
"playbook_ghost_friends_title": "Enemies & Rivals",
"playbook_ghost_xp_condition_dc": "You exacted vengeance upon those whom you deem deserving.",
"playbook_ghost_xp_condition_dc2": "You expressed your your outrage or anger, or settled scores.",
"playbook_ghost_xp_condition_dc3": "You struggled because of your vice or ambitions.",
"playbook_ghost_xp_condition": "You exacted vengeance upon those whom you deem deserving.",
"playbook_ghost_xp_condition2": "You expressed 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.",
@@ -968,6 +1095,9 @@
"playbook_hound_friends_title": "Deadly Friends",
"playbook_hound_xp_condition": "You addressed a challenge with tracking or violence.",
"playbook_hull_description": "A spirit animating a clockwork frame",
"playbook_hull_xp_condition_dc": "You fulfilled your functions despite difficulty or danger.",
"playbook_hull_xp_condition_dc2": "You suppressed or ignored your former human nature.",
"playbook_hull_xp_condition_dc3": "You struggled because of your wear.",
"playbook_hull_xp_condition": "You fulfilled your functions despite difficulty or danger.",
"playbook_hull_xp_condition2": "You suppressed or ignored your former human beliefs, drives, heritage, or background.",
"playbook_hull_xp_condition3": "You struggled with issues from your wear during the session.",
@@ -1015,6 +1145,11 @@
"playbook_item_spirit_bottles_(2)": "Spirit bottles (2)",
"playbook_item_spiritbane_charm": "Spiritbane charm",
"playbook_item_spyglass": "Spyglass",
"playbook_item_strange_clothes": "Strange Clothes",
"playbook_item_strange_documents": "Strange Documents",
"playbook_item_strange_luxury_item": "Strange Luxury Item",
"playbook_item_strange_tool": "A Strange Tool or Item",
"playbook_item_strange_weapon": "A Strange Weapon",
"playbook_item_trance_powder": "Trance powder",
"playbook_item_vial_of_slumber_essence": "Vial of slumber essence",
"playbook_janissary_description": "A staunch\nprotector\n& lookout",
@@ -1073,13 +1208,13 @@
"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 influence.",
"playbook_spider_description": "A Devious\nMastermind",
"playbook_spider_description": "Curiosity\n& Secrecy",
"playbook_spider_friend_0": "Salia, an information broker",
"playbook_spider_friend_1": "Augus, a master architect",
"playbook_spider_friend_1": "Tessa, an ink rake",
"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_friends_title": "Uncertain 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",
@@ -1088,6 +1223,9 @@
"playbook_vampire_friend_3": "Otto, a coachman",
"playbook_vampire_friend_4": "Edrik, an envoy",
"playbook_vampire_friends_title": "Dark Servants",
"playbook_vampire_xp_condition_dc": "You displayed your dominance or slayed without mercy.",
"playbook_vampire_xp_condition_dc2": "You expressed your beliefs, heritage, or background.",
"playbook_vampire_xp_condition_dc3": "You struggled because of your vice, strictures, or ambitions.",
"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.",
@@ -1118,6 +1256,8 @@
"playbook": "playbook",
"playbooks": "Playbooks",
"position": "Position",
"prichard_camera_description": "This handheld device focuses light onto thin metal plates treated with quicksilver to produce photographs (once theyre developed by a specially trained photo-lab technician). The mechanism sometimes captures energies in the nearby ghost field, resulting in unusual artifacts in the images.",
"prichard_camera": "Prichard Camera",
"progress_clock": "progress clock",
"protect_a_teammate": "<strong>Protect</strong> a teammate",
"prowess_description": "Resist consequences from physical strain or injury.",
@@ -1127,6 +1267,7 @@
"push_yourself_desc1": " (take 2 ",
"push_yourself_desc2": ") — or — accept a ",
"push_yourself": "Push yourself",
"pushes_against": "pushes against",
"quality_abbreviated": "Q:",
"quality": "Quality",
"quarters": "Quarters",
@@ -1141,6 +1282,7 @@
"repelled": "Repelled",
"reputation": "Reputation",
"reset?": "reset?",
"resist_instructions_dc": "6 6: take zero stress.<br>6: take one stress.<br>4/5: take two stress.<br>1-3: take three stress.",
"resist_instructions": "Suffer <strong>6 stress minus the highest die result.</strong> When you roll a critical on resistance, clear 1 stress.",
"resistance_bonus": "Resistance bonus:",
"resists": "resists",
@@ -1157,52 +1299,52 @@
"rolls_for": "rolls for",
"rolls_their": "rolls their",
"rolls": "rolls",
"roots": "Roots",
"roots_plot_addiction_sacrifice": "A Vice Purveyor",
"roots_plot_addiction_benefit": "Roll twice when indulging vice, choose preferred",
"roots_plot_addiction_sacrifice": "A Vice Purveyor",
"roots_plot_addiction": "An Addiction",
"roots_plot_beautiful_dish_sacrifice": "A Preternatural Beauty",
"roots_plot_beautiful_dish_benefit": "+1d to Sway when entrancing or deceiving",
"roots_plot_beautiful_dish_sacrifice": "A Preternatural Beauty",
"roots_plot_beautiful_dish": "A Beautiful Dish",
"roots_plot_bounty_sacrifice": "One Who Made Themself Wealthy",
"roots_plot_bounty_benefit": "+1 coin per score",
"roots_plot_bounty_sacrifice": "One Who Made Themself Wealthy",
"roots_plot_bounty": "A Bounty",
"roots_plot_companion_product_sacrifice": "A Supporting Spouse",
"roots_plot_companion_product_benefit": "+1d or increased effect on asist",
"roots_plot_companion_product_sacrifice": "A Supporting Spouse",
"roots_plot_companion_product": "A Companion Product",
"roots_plot_filling_portion_sacrifice": "A Glutton",
"roots_plot_filling_portion_benefit": "Each PC may carry up to 6 coin on their person",
"roots_plot_filling_portion_sacrifice": "A Glutton",
"roots_plot_filling_portion": "A Filling Portion",
"roots_plot_foreign_delicacy_sacrifice": "A Traveler",
"roots_plot_foreign_delicacy_benefit": "+1d to Gather Info",
"roots_plot_foreign_delicacy_sacrifice": "A Traveler",
"roots_plot_foreign_delicacy": "A Foreign Delicacy",
"roots_plot_invigorating_sample_sacrifice": "A Lively Youth",
"roots_plot_invigorating_sample_benefit": "Push: 3 stress for both benefits",
"roots_plot_invigorating_sample_sacrifice": "A Lively Youth",
"roots_plot_invigorating_sample": "Invigorating Sample",
"roots_plot_luxury_sacrifice": "One Who Was Born into Wealth",
"roots_plot_luxury_benefit": "+1d on acquire asset rolls",
"roots_plot_luxury_sacrifice": "One Who Was Born into Wealth",
"roots_plot_luxury": "A Luxury",
"roots_plot_morish_delight_sacrifice": "A Thrall",
"roots_plot_morish_delight_benefit": "Roll twice for entanglements, choose preferred",
"roots_plot_morish_delight_sacrifice": "A Thrall",
"roots_plot_morish_delight": "A Morish Delight",
"roots_plot_poison_sacrifice": "Someone Terminally Ill",
"roots_plot_poison_benefit": "Fine poison as gear",
"roots_plot_poison_sacrifice": "Someone Terminally Ill",
"roots_plot_poison": "A Poison",
"roots_plot_religious_meal_sacrifice": "A True Believer",
"roots_plot_religious_meal_benefit": "+1d to reduce heat with religious contacts",
"roots_plot_religious_meal_sacrifice": "A True Believer",
"roots_plot_religious_meal": "A Religious Meal",
"roots_plot_seasonal_treat_sacrifice": "A Witch or Priest",
"roots_plot_seasonal_treat_benefit": "+1d on Engagement for seasonal event",
"roots_plot_seasonal_treat_sacrifice": "A Witch or Priest",
"roots_plot_seasonal_treat": "A Seasonal Treat",
"roots_plot_simple_fare_sacrifice": "An Innocent",
"roots_plot_simple_fare_benefit": "1 heat per score",
"roots_plot_simple_fare_sacrifice": "An Innocent",
"roots_plot_simple_fare": "A Simple Fare",
"roots_plot_staple_sacrifice": "A Hardened Worker",
"roots_plot_staple_benefit": "+1d to resistance rolls to endure exhaustion",
"roots_plot_staple_sacrifice": "A Hardened Worker",
"roots_plot_staple": "A Staple",
"roots_plot_well_aged_treat_sacrifice": "A Mentor",
"roots_plot_well_aged_treat_benefit": "+1 xp when training",
"roots_plot_well_aged_treat_sacrifice": "A Mentor",
"roots_plot_well_aged_treat": "A Well Aged Treat",
"roots": "Roots",
"ruthless": "Ruthless",
"sacrifice": "Sacrifice",
"savage": "Savage",
@@ -1228,6 +1370,10 @@
"skirmish": "Skirmish",
"skullfire_poison": "Skullfire Poison",
"slide": "Slide",
"slugger_pistol_description": "A break-action firearm with a short, wide barrel. It operates by discharging a percussion slug — a plasm-charged shell that fires a thunderous concussive blast instead of a projectile. Has limited range (about 20 paces).",
"slugger_pistol": "Slugger Pistol",
"slugger_rifle_description": "A break-action firearm with a short, wide barrel. It operates by discharging a percussion slug — a plasm-charged shell that fires a thunderous concussive blast instead of a projectile. Has limited range (lacks effectiveness beyond 40 paces).",
"slugger_rifle": "Slugger Rifle",
"slumber": "Slumber",
"smoke_bomb": "Smoke Bomb",
"smoking": "Smoking",
@@ -1241,10 +1387,14 @@
"special": "Special",
"spider": "Spider",
"spirit_playbooks": "Spirit playbooks",
"spiritbane_charm_description": "A small arcane trinket that ghosts prefer to avoid.",
"spiritbane_charm": "Spiritbane Charm",
"standard_upgrade_costs_dc": "Lair, training, & quality: 10 coin/box",
"standstill_poison": "Standstill Poison",
"stash": "Stash",
"status": "Status",
"stealth": "Stealth",
"stranger": "Stranger",
"stress_label": "Label to use for stress",
"stress": "Stress",
"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.",
@@ -1266,8 +1416,8 @@
"sway": "Sway",
"teamwork": "Teamwork",
"territorial": "Territorial",
"throwing_knives_description": "Six small, light blades.",
"throwing_knives": "Throwing Knives",
"throwing_knives_description": "Six small, light blades or similar weapons.",
"throwing_knives": "Thrown Weapon",
"thugs": "Thugs",
"tier": "Tier",
"tinker_description": "Tinker with mechanisms to create, modify, disable, or repair; disable a trap, pick a lock, or crack a safe. Use the ubiquitous clockwork and electroplasmic devices around the city to your advantage.",
@@ -1332,6 +1482,7 @@
"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).",
"ward_boss": "Ward Boss",
"weak": "Weak",
"weapons": "Weapons",
"wear": "Wear",
@@ -1343,12 +1494,18 @@
"wreck": "Wreck",
"xp_beliefs": "You expressed your beliefs, drives, heritage, or background.",
"xp_bolster": "Bolster your crew's reputation or develop a new one.",
"xp_condition_dc": "You embodied a core nature of your playbook.",
"xp_condition_dc2": "You expressed your beliefs, heritage, or background.",
"xp_condition_dc3": "You struggled because of your vice or ambitions.",
"xp_contend": "Contend with challenges above your current station.",
"xp_crew_specific": "Enter your crew's specific way to mark XP here.",
"xp_dc_marking": "Mark xp when you make a desperate roll and when Harm or Trauma impedes you. At end of session, for each item below, mark 1 xp (or 2 xp if that item occurred multiple times).",
"xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.",
"xp_express": "Express the goals, drives, inner conflict, or essential nature of the crew.",
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_specific": "Enter your playbook's specific way to mark XP here.",
"xp_top_crew_dc": "Clocks: Cohort: 2 | Special Ability: 2 | Veteran Ability: 3",
"xp_top_dc": "Clocks: Attribute/Action: 1 per new rating. | Special Ability: 2 | Veteran Ability: 3",
"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 from your vice or traumas during the session.",
"zerodice": "Zero Dice — take the lowest result above",