From 7e4b2d70e32058fe6d4e2247b7b322ceb04760e4 Mon Sep 17 00:00:00 2001 From: fredhicks Date: Fri, 7 Mar 2025 15:55:51 -0500 Subject: [PATCH] Adjustments to support a narrower sheet view (responsive layout) --- Monster of the Week Official/MotWCSS.css | 201 +- Monster of the Week Official/MotWHTML.html | 3081 +++++++++++------ Monster of the Week Official/translation.json | 170 +- 3 files changed, 2276 insertions(+), 1176 deletions(-) diff --git a/Monster of the Week Official/MotWCSS.css b/Monster of the Week Official/MotWCSS.css index 3b694195bf..be9ae2bc0e 100644 --- a/Monster of the Week Official/MotWCSS.css +++ b/Monster of the Week Official/MotWCSS.css @@ -4,6 +4,8 @@ display: inherit; } +/* The above style is in place to "absorb" the consequences of a hidden character that appears to show up in roll20 production environment */ + .sheet-rolltemplate-motw-moveshare, .sheet-rolltemplate-motw-dieroll, :root { @@ -26,8 +28,6 @@ --motw-fade: rgba(255,255,255,0.5); } -/* The above style is in place to "absorb" the consequences of a hidden character that appears to show up in roll20 production environment */ - .sheet-move ul { margin-bottom: 0px; } @@ -1363,4 +1363,201 @@ input.sheet-UpToSeven[value="1"] + span + span + span + span + span + span + spa .sheet-Hunter-Story-Prompt { margin-top: 6px; +} + +.ui-dialog .charsheet .sheet-Basics .sheet-Look input[type="text"] { + width: 100%; +} + +.sheet-Display-Only-Narrow { + display: none; +} + +/* Default character sheet width is 900px */ + +@media only screen and (max-width: 720px) { + + .sheet-Display-Only-Narrow { + display: initial; + } + + .sheet-Display-Only-Wide { + display: none; + } + + /* Temporary, lets me know I'm at the operant width */ + + .sheet-Wrapper { + /* color: green; */ + } + + /* That right margin and width setting gets ridiculous fast at smaller widths */ + + .ui-dialog .charsheet .sheet-3colrow .sheet-col { + margin-right: unset; + width: 100%; + } + + /* Sheet-Hunter — The Hunter Sheet Container */ + + .ui-dialog .charsheet .sheet-TeamSections { + display: grid; + grid-template-columns: 1fr; + justify-items: stretch; + } + + .ui-dialog .charsheet .sheet-TeamSections .sheet-setup-notes { + grid-row: 3; + } + + .ui-dialog .charsheet .sheet-TeamSections .sheet-moves-assets { + grid-row: 1; + } + + .ui-dialog .charsheet .sheet-TeamSections .sheet-improvement-etc { + grid-row: 2; + } + + .ui-dialog .charsheet .sheet-TeamSections select, + .ui-dialog .charsheet .sheet-TeamSections input[type="text"] { + width: 100%; + } + + /* Sheet-Hunter — The Hunter Sheet Container */ + + .ui-dialog .charsheet .sheet-Hunter { + display: grid; + grid-template-columns: 1fr; + justify-items: stretch; + } + + .ui-dialog .charsheet .sheet-Hunter .sheet-Stats { + grid-row: 1; + display: grid; + grid-template-columns: 1fr 1fr 1fr 1fr 1fr; + column-gap: 10px; + width: 100%; + justify-items: stretch; + } + + .ui-dialog .charsheet .sheet-Hunter .sheet-Stats .sheet-Stat { + width: 100%; + } + + .ui-dialog .charsheet .sheet-Hunter .sheet-Stats .sheet-Stat input[type="number"] { + text-align: center; + } + + .ui-dialog .charsheet .sheet-Hunter .sheet-Stats .sheet-StartingStatsSidebar { + width: 100%; + grid-column: 1 / span 5; + } + + .ui-dialog .charsheet .sheet-Hunter .sheet-Specifics { + grid-column: 1; + display: grid; + grid-template-columns: 1fr; + justify-items: stretch; + } + + .ui-dialog .charsheet .sheet-Hunter .sheet-Specifics .sheet-HunterTracks { + grid-column: 1; + display: grid; + grid-template-columns: 1fr; + justify-items: stretch; + } + + .ui-dialog .charsheet .sheet-Hunter .sheet-Specifics .sheet-HunterTracks .sheet-Track-Luck { + grid-row: 3; + } + .ui-dialog .charsheet .sheet-Hunter .sheet-Specifics .sheet-HunterTracks .sheet-Track-Harm { + grid-row: 2; + } + .ui-dialog .charsheet .sheet-Hunter .sheet-Specifics .sheet-HunterTracks .sheet-Track-XP { + grid-row: 1; + } + + .ui-dialog .charsheet .sheet-Hunter .sheet-Specifics select, + .ui-dialog .charsheet .sheet-Hunter .sheet-Specifics input[type="text"] { + width: 100%; + } + + .ui-dialog .charsheet .sheet-Hunter .sheet-Specifics .sheet-playbooks .sheet-3colrow { + display: grid; + grid-template-columns: 1fr; + justify-items: stretch; + } + .ui-dialog .charsheet .sheet-Hunter .sheet-Specifics .sheet-playbooks .sheet-3colrow .sheet-playbooks-specials { + grid-row: 3; + } + .ui-dialog .charsheet .sheet-Hunter .sheet-Specifics .sheet-playbooks .sheet-3colrow .sheet-playbooks-moves { + grid-row: 1; + } + .ui-dialog .charsheet .sheet-Hunter .sheet-Specifics .sheet-playbooks .sheet-3colrow .sheet-playbooks-gear-imp { + grid-row: 2; + } + + /* Sheet-Basics — Stuff at the top */ + + .ui-dialog .charsheet .sheet-Basics .sheet-3colrow { + display: grid; + grid-template-columns: 2fr 1fr; + row-gap: 6px; + column-gap: 30px; + justify-items: stretch; + } + + .ui-dialog .charsheet .sheet-Basics .sheet-CharacterName { + grid-row: 1; + grid-column: 1 / span 2; + width: 100%; + } + + .ui-dialog .charsheet .sheet-Basics .sheet-Pronouns { + grid-row: 2; + grid-column: 2; + width: 100%; + } + + .ui-dialog .charsheet .sheet-Basics .sheet-SheetSelection { + grid-row: 2; + grid-column: 1; + width: 100%; + } + + .ui-dialog .charsheet .sheet-Basics .sheet-Look { + width: 100%; + } + + .ui-dialog .charsheet .sheet-Basics .sheet-SheetSelection select, + .ui-dialog .charsheet .sheet-Basics .sheet-Look input[type="text"], + .ui-dialog .charsheet .sheet-Basics .sheet-Pronouns input[type="text"], + .ui-dialog .charsheet .sheet-Basics .sheet-CharacterName input[type="text"] { + width: 100%; + } + + /* Keeper's Mystery Sheet */ + .sheet-kflex > .repcontainer { + flex-flow: column; + } + + /* Community Sheet */ + + .ui-dialog .charsheet .sheet-Community .sheet-two-thirds { + display: grid; + grid-template-columns: 1fr; + justify-items: stretch; + } + + .ui-dialog .charsheet .sheet-Community .sheet-two-thirds .sheet-col { + width: 100%; + margin-right: 0px; + } + + .ui-dialog .charsheet .sheet-Community .sheet-two-thirds .sheet-col-wider { + width: 100%; + margin-right: 0px; + } + + } \ No newline at end of file diff --git a/Monster of the Week Official/MotWHTML.html b/Monster of the Week Official/MotWHTML.html index 4204dc7b76..4ba7c272d2 100644 --- a/Monster of the Week Official/MotWHTML.html +++ b/Monster of the Week Official/MotWHTML.html @@ -256,17 +256,17 @@ on("change:repeating_hunterstory:story", function(e) {
-
+
-
Name
+
Name
-
Pronouns
+
Pronouns
-
+
Playbook
-
+


- +

-
Look
- +
Look
+

- +
@@ -3081,261 +3081,263 @@ on("change:repeating_hunterstory:story", function(e) {
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+ Unused +
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@@ -3527,8 +3529,8 @@ on("change:repeating_hunterstory:story", function(e) {
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@@ -9984,7 +9986,7 @@ on("change:repeating_hunterstory:story", function(e) {
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+
Charm @@ -10405,9 +10407,9 @@ on("change:repeating_hunterstory:story", function(e) {
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@@ -10461,9 +10463,106 @@ on("change:repeating_hunterstory:story", function(e) {
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+ Luck Special +
+ +
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When you spend Luck, the Keeper will bring your fate into play.
+
When you spend Luck, someone from your past will re-appear in your life. Soon.
+
When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.
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You may come up with a Luck Special move for this playbook with help from the Keeper.
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+ +
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+ +
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+
Harm (/)
Okay @@ -10514,7 +10613,7 @@ on("change:repeating_hunterstory:story", function(e) {
-
+
Experience
@@ -10534,6 +10633,708 @@ on("change:repeating_hunterstory:story", function(e) {
+
+ +
+ +
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+

+ + + + +    + + + + + +

+
+ Instructions +
+
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+

+
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+ +
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Improvements
+ All +
+ + +
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+ Unused + +
+ +
+ +
+ +
+
+
+ +
+ +1 Charm (max +2) (max +3) +
+ +
+ +1 Cool (max +2) (max +3) +
+ +
+ +1 Sharp (max +2) (max +3) +
+ +
+ +1 Tough (max +2) (max +3) +
+ +
+ +1 Weird (max +2) (max +3) +
+
+ Take another SpooktacularConstructedAction Scientist Chosen + + + Flake Initiate + MundaneProfessionalSpell-SlingerSpookyWrongedGumshoeHexPararomanticSearcherExileHard CaseHard CaseLuchadorMeddling KidSidekickSnoopSummonedTraveler Custom move, or an additional Rote + + +
+
+ Take another ConstructedSpooktacularAction Scientist Chosen + + + Flake Initiate + MundaneProfessionalSpell-SlingerSpookyWrongedGumshoeHexPararomanticSearcherExileHard CaseHard CaseLuchadorMeddling KidSidekickSnoopSummonedTraveler Custom move, or an additional Rote + + +
+
+ Take a move from another playbook + + +
+
+ Take a move from another playbook + + +
+ +
+ Gain a team of action scientists under your command. Gain an ally: one of your old crewGain an ally: + Gain an ally: you find one of your old comrades, who has come to join you in the modern dayGain command of a team of monster-huntersGain an ally: another wrestler who has chosen to fight monsters with youGain an ally: someone to join the gang, it may be an animal (most likely a dog or a cat)Gain an ally: another sidekick for your hero, your juniorGain an ally: possibly one of your existing crew members, or the whole crew as an ally teamGain an ally team of monster-hunters (or monstrous hunters) under your commandGain an ally: you make a friend (literally)Gain an ally +
+
+ +
+
+ +
+
+ + +


+ + Possible Contacts +
+ Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation +
+
+
+
+ + Gain a Haven, like the Expert, with two options + Gain a Haven (your office, perhaps), like the Expert, with two optionsGain a Haven, like the Expert, with one option plus a film labGain a haven, like the Expert has, with a Workshop and one other option. + Gain a Mystical Library, like the Haven option of the Expert + + +
+
+ Add a Haven option + + +
+
+ Add a Haven option + + +
+
+ Take another Show option + + +
+
+ Adjust your needs: mark a second animating force +
+
+ + + +
+
+ Add four additional or new contacts for Naked City +
+
+ Get command of your chapter of the Sect +
+
+ Get a Sect team under your command +
+
+ Take a natural attacks pick +
+
+ Add a new Resource tag or change a Red Tape tag for your Agency +
+
+ Get command of an Agency team of monster hunters +
+
+ Take another Combat Magic pick +
+
+ Change some, or all, of your Dark Side tags +
+
+ Take another Rote +
+
+ Take another Rote +
+
+ Take another Rote +
+
+ Take a second First Encounter move, based on a recent mystery +
+
+ Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future +
+
+ + Erase one used Luck point +
+
+ + Erase one used Luck point +
+
+ Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect +
+
+ Add an extra harm box on the Dying side +
+
+ +
+
+ Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play) +
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Advanced Improvements
+
+ Unused + +
+ +
+ +
+ +
+
+
+
+ +1 to any rating (max +3) + + +
+
+ Change playbooks +
+
+ +
+
+ Create a second hunter to play +
+
+ +
+
+ Advance 2 basic moves +
+
+ Advance 2 basic moves +
+ +
+ Advance 2 more basic moves +
+ + +
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+ + Unused +
+ +
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+ () +
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+ Retire this hunter to safety. Optionally, you may return home to the past +
+ +
+ +
+
+ +
+
+ + Erase one used Luck point +
+
+ + Erase one used Luck point +
+
+ Make it big. You're a superstar now! +
+
+ Get your own traveling show. maybe you take over your old one, maybe you start anew. +
+
+ Become human, and change to a new type. +
+
+ Delete a Doom tag, and (optionally) also delete a Heroic tag +
+
+ + +
+
+ Become the leader, or effective leader, of the whole Sect +
+
+ Free yourself from your kind's curse, it no longer affects you; but you lose 1 Weird
+
+
+ Turn evil (again?). Retire this character, they become one of the Keeper's threats +
+
+ Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salary and benefits +
+
+ Take another Combat Magic pick +
+
+ You may cross off another option from your Tools and Techniques +
+
+ You discover how to use your powers at a lower price, delete one Dark Side tag +
+
+ You track down the specific monster(s) responsible for your loss; the Keeper must make the next mystery about them +
+
+ Change the target of your vengeful rage; replace the monster breed in My Prey with a new one +
+
+ Turn one of your contacts into an ally +
+
+ Take another two Rotes +
+
+ Choose one Advanced Hex Move +
+
+ Take a second Gift from your Guide or add another property to an existing gift +
+
+ Change your Guide, as you fall for another supernatural being +
+
+ Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one +
+
+ Erase all marks from the Relationship Status track(s) +
+
+ Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...) +
+
+ Add an extra harm box on the Dying side +
+
+ Your Fire track increases to 13 boxes. +
+
+ When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end +
+
+ Change your hero; pick another hunter to be your new hero +
+
+ Turn evil (again?). Retire this character, they become one of the Keeper's threats +
+
+ Undo one sign of the Apocalypse +
+
+ Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it +
+
+ +
+
+ +
+
+ +
+
+ +
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+ +
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+ +
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+ + +
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@@ -10542,7 +11343,7 @@ on("change:repeating_hunterstory:story", function(e) {
-
+
@@ -10550,101 +11351,103 @@ on("change:repeating_hunterstory:story", function(e) {
-
-
- Luck Special -
- -
- - -
+
+
+
+ Luck Special +
+ +
+ -
+
+ +
+
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+
+ +
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+ +
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+
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+ +
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+
+
+ +
+
+
+
+
+
+
-
+
+ +
When you spend Luck, the Keeper will bring your fate into play.
+
When you spend Luck, someone from your past will re-appear in your life. Soon.
+
When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.
+
+
+
+
+
+
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When you spend Luck, the Keeper will bring your fate into play.
-
When you spend Luck, someone from your past will re-appear in your life. Soon.
-
When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.
-
-
-
-
-
-
-
-
+
+
+
You may come up with a Luck Special move for this playbook with help from the Keeper.
+
+
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You may come up with a Luck Special move for this playbook with help from the Keeper.
-
- -
+
-
@@ -12128,81 +12931,90 @@ on("change:repeating_hunterstory:story", function(e) {
-
-
-
- All -
- Unused -
- - - +
+ +
+
+
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+ All +
+ Unused +
+ + + +
+
+ + + +
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+ + + +
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+ + + +
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+ + + +
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-
- - - +
+
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+ +
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+ All +
+ Unused +
+ +
+

+
+ +
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+ +
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+
+ +
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+ +
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- - - -
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- Unused -
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-
@@ -24482,7 +25294,7 @@ on("change:repeating_hunterstory:story", function(e) {
-
+
@@ -29065,6 +29877,92 @@ on("change:repeating_hunterstory:story", function(e) {
+
+ +
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Other Moves
@@ -29107,37 +30005,40 @@ on("change:repeating_hunterstory:story", function(e) {
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@@ -32926,674 +33827,676 @@ on("change:repeating_hunterstory:story", function(e) {
-
-
Improvements
- All -
- - -
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
- Unused - -
- -
- -
- -
-
-
- -
- +1 Charm (max +2) (max +3) -
- -
- +1 Cool (max +2) (max +3) -
- -
- +1 Sharp (max +2) (max +3) -
- -
- +1 Tough (max +2) (max +3) -
- -
- +1 Weird (max +2) (max +3) -
-
- Take another SpooktacularConstructedAction Scientist Chosen - - - Flake Initiate - MundaneProfessionalSpell-SlingerSpookyWrongedGumshoeHexPararomanticSearcherExileHard CaseHard CaseLuchadorMeddling KidSidekickSnoopSummonedTraveler Custom move, or an additional Rote - - -
-
- Take another ConstructedSpooktacularAction Scientist Chosen - - - Flake Initiate - MundaneProfessionalSpell-SlingerSpookyWrongedGumshoeHexPararomanticSearcherExileHard CaseHard CaseLuchadorMeddling KidSidekickSnoopSummonedTraveler Custom move, or an additional Rote - - -
-
- Take a move from another playbook - - -
-
- Take a move from another playbook - - -
- -
- Gain a team of action scientists under your command. Gain an ally: one of your old crewGain an ally: - Gain an ally: you find one of your old comrades, who has come to join you in the modern dayGain command of a team of monster-huntersGain an ally: another wrestler who has chosen to fight monsters with youGain an ally: someone to join the gang, it may be an animal (most likely a dog or a cat)Gain an ally: another sidekick for your hero, your juniorGain an ally: possibly one of your existing crew members, or the whole crew as an ally teamGain an ally team of monster-hunters (or monstrous hunters) under your commandGain an ally: you make a friend (literally)Gain an ally -
-
- -
-
- -
-
- - -


- - Possible Contacts -
- Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation +
+
+
Improvements
+ All +
+ + +
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
+ Unused + +
+ +
+ +
+
-
-
-
- - Gain a Haven, like the Expert, with two options - Gain a Haven (your office, perhaps), like the Expert, with two optionsGain a Haven, like the Expert, with one option plus a film labGain a haven, like the Expert has, with a Workshop and one other option. - Gain a Mystical Library, like the Haven option of the Expert - - -
-
- Add a Haven option - - -
-
- Add a Haven option - - -
-
- Take another Show option - - -
-
- Adjust your needs: mark a second animating force -
-
- - - -
-
- Add four additional or new contacts for Naked City -
-
- Get command of your chapter of the Sect -
-
- Get a Sect team under your command -
-
- Take a natural attacks pick -
-
- Add a new Resource tag or change a Red Tape tag for your Agency -
-
- Get command of an Agency team of monster hunters -
-
- Take another Combat Magic pick -
-
- Change some, or all, of your Dark Side tags -
-
- Take another Rote -
-
- Take another Rote -
-
- Take another Rote -
-
- Take a second First Encounter move, based on a recent mystery -
-
- Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future -
-
- - Erase one used Luck point -
-
- - Erase one used Luck point -
-
- Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect -
-
- Add an extra harm box on the Dying side -
-
- -
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- Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play) -
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Advanced Improvements
-
- Unused - -
- -
- -
- + +
+ +1 Charm (max +2) (max +3) +
+ +
+ +1 Cool (max +2) (max +3) +
+ +
+ +1 Sharp (max +2) (max +3) +
+ +
+ +1 Tough (max +2) (max +3) +
+ +
+ +1 Weird (max +2) (max +3) +
+
+ Take another SpooktacularConstructedAction Scientist Chosen + + + Flake Initiate + MundaneProfessionalSpell-SlingerSpookyWrongedGumshoeHexPararomanticSearcherExileHard CaseHard CaseLuchadorMeddling KidSidekickSnoopSummonedTraveler Custom move, or an additional Rote + + +
+
+ Take another ConstructedSpooktacularAction Scientist Chosen + + + Flake Initiate + MundaneProfessionalSpell-SlingerSpookyWrongedGumshoeHexPararomanticSearcherExileHard CaseHard CaseLuchadorMeddling KidSidekickSnoopSummonedTraveler Custom move, or an additional Rote + + +
+
+ Take a move from another playbook + + +
+
+ Take a move from another playbook + + +
+ +
+ Gain a team of action scientists under your command. Gain an ally: one of your old crewGain an ally: + Gain an ally: you find one of your old comrades, who has come to join you in the modern dayGain command of a team of monster-huntersGain an ally: another wrestler who has chosen to fight monsters with youGain an ally: someone to join the gang, it may be an animal (most likely a dog or a cat)Gain an ally: another sidekick for your hero, your juniorGain an ally: possibly one of your existing crew members, or the whole crew as an ally teamGain an ally team of monster-hunters (or monstrous hunters) under your commandGain an ally: you make a friend (literally)Gain an ally +
+
+ +
+
+ +
+
+ + +


+ + Possible Contacts +
+ Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation +
+
+
+
+ + Gain a Haven, like the Expert, with two options + Gain a Haven (your office, perhaps), like the Expert, with two optionsGain a Haven, like the Expert, with one option plus a film labGain a haven, like the Expert has, with a Workshop and one other option. + Gain a Mystical Library, like the Haven option of the Expert + + +
+
+ Add a Haven option + + +
+
+ Add a Haven option + + +
+
+ Take another Show option + + +
+
+ Adjust your needs: mark a second animating force +
+
+ + + +
+
+ Add four additional or new contacts for Naked City +
+
+ Get command of your chapter of the Sect +
+
+ Get a Sect team under your command +
+
+ Take a natural attacks pick +
+
+ Add a new Resource tag or change a Red Tape tag for your Agency +
+
+ Get command of an Agency team of monster hunters +
+
+ Take another Combat Magic pick +
+
+ Change some, or all, of your Dark Side tags +
+
+ Take another Rote +
+
+ Take another Rote +
+
+ Take another Rote +
+
+ Take a second First Encounter move, based on a recent mystery +
+
+ Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future +
+
+ + Erase one used Luck point +
+
+ + Erase one used Luck point +
+
+ Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect +
+
+ Add an extra harm box on the Dying side +
+
+ +
+
+ Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play) +
+
+ +
+
+ +
+ +
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+ +
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+ +
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+ +
+ +
+ +
+ +
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- +1 to any rating (max +3) - - -
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- Change playbooks -
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- -
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- Create a second hunter to play -
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- -
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- Advance 2 basic moves -
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- Advance 2 basic moves -
- -
- Advance 2 more basic moves -
- - -
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- - Unused -
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- +
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+ +
Advanced Improvements
+
+ Unused + +
+ +
+ +
+ +
-
-
- - - -
- -
- - +
+ +1 to any rating (max +3) + + +
+
+ Change playbooks +
+
+ +
+
+ Create a second hunter to play +
+
+ +
+
+ Advance 2 basic moves +
+
+ Advance 2 basic moves +
+ +
+ Advance 2 more basic moves +
+ + +
+
+ + Unused +
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+ () +
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+ + -
-
- Retire this hunter to safety. Optionally, you may return home to the past -
- -
- -
-
- -
-
- - Erase one used Luck point -
-
- - Erase one used Luck point -
-
- Make it big. You're a superstar now! -
-
- Get your own traveling show. maybe you take over your old one, maybe you start anew. -
-
- Become human, and change to a new type. -
-
- Delete a Doom tag, and (optionally) also delete a Heroic tag -
-
- - -
-
- Become the leader, or effective leader, of the whole Sect -
-
- Free yourself from your kind's curse, it no longer affects you; but you lose 1 Weird
-
-
- Turn evil (again?). Retire this character, they become one of the Keeper's threats -
-
- Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salary and benefits -
-
- Take another Combat Magic pick -
-
- You may cross off another option from your Tools and Techniques -
-
- You discover how to use your powers at a lower price, delete one Dark Side tag -
-
- You track down the specific monster(s) responsible for your loss; the Keeper must make the next mystery about them -
-
- Change the target of your vengeful rage; replace the monster breed in My Prey with a new one -
-
- Turn one of your contacts into an ally -
-
- Take another two Rotes -
-
- Choose one Advanced Hex Move -
-
- Take a second Gift from your Guide or add another property to an existing gift -
-
- Change your Guide, as you fall for another supernatural being -
-
- Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one -
-
- Erase all marks from the Relationship Status track(s) -
-
- Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...) -
-
- Add an extra harm box on the Dying side -
-
- Your Fire track increases to 13 boxes. -
-
- When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end -
-
- Change your hero; pick another hunter to be your new hero -
-
- Turn evil (again?). Retire this character, they become one of the Keeper's threats -
-
- Undo one sign of the Apocalypse -
-
- Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it -
-
- -
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    -
  • -
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  • -
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- -
- -
- -
- -
+
+ +
+ + +
+
+ Retire this hunter to safety. Optionally, you may return home to the past +
+ +
+ +
+
+ +
+
+ + Erase one used Luck point +
+
+ + Erase one used Luck point +
+
+ Make it big. You're a superstar now! +
+
+ Get your own traveling show. maybe you take over your old one, maybe you start anew. +
+
+ Become human, and change to a new type. +
+
+ Delete a Doom tag, and (optionally) also delete a Heroic tag +
+
+ + +
+
+ Become the leader, or effective leader, of the whole Sect +
+
+ Free yourself from your kind's curse, it no longer affects you; but you lose 1 Weird
+
+
+ Turn evil (again?). Retire this character, they become one of the Keeper's threats +
+
+ Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salary and benefits +
+
+ Take another Combat Magic pick +
+
+ You may cross off another option from your Tools and Techniques +
+
+ You discover how to use your powers at a lower price, delete one Dark Side tag +
+
+ You track down the specific monster(s) responsible for your loss; the Keeper must make the next mystery about them +
+
+ Change the target of your vengeful rage; replace the monster breed in My Prey with a new one +
+
+ Turn one of your contacts into an ally +
+
+ Take another two Rotes +
+
+ Choose one Advanced Hex Move +
+
+ Take a second Gift from your Guide or add another property to an existing gift +
+
+ Change your Guide, as you fall for another supernatural being +
+
+ Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one +
+
+ Erase all marks from the Relationship Status track(s) +
+
+ Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...) +
+
+ Add an extra harm box on the Dying side +
+
+ Your Fire track increases to 13 boxes. +
+
+ When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end +
+
+ Change your hero; pick another hunter to be your new hero +
+
+ Turn evil (again?). Retire this character, they become one of the Keeper's threats +
+
+ Undo one sign of the Apocalypse +
+
+ Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it +
+
+ +
+
+ +
+
+ +
+
+ +
+
+ +
+
+ +
+
+ + +
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diff --git a/Monster of the Week Official/translation.json b/Monster of the Week Official/translation.json index 2a17e0bebf..f846d0038f 100644 --- a/Monster of the Week Official/translation.json +++ b/Monster of the Week Official/translation.json @@ -3354,9 +3354,6 @@ "Mark Ancestral Favour to change a roll to a 12 or to avoid all harm from an injury. When you mark Favour, you trigger your playbook's Favour Special.Ancestral Favour replaces Luck in Bone Spear. Anything else that would normally apply to Luck (such as an improvement that erases a Luck mark or a move referring to Luck) applies the same to Ancestral Favour.": "

Mark Ancestral Favour to change a roll to a 12 or to avoid all harm from an injury. When you mark Favour, you trigger your playbook's Favour Special.

Ancestral Favour replaces Luck in Bone Spear. Anything else that would normally apply to Luck (such as an improvement that erases a Luck mark or a move referring to Luck) applies the same to Ancestral Favour.", "Number of boxes:": "Number of boxes:", "You start with no Luck available, but may earn it in play—increase the number of boxes then, and you may later mark it.Mark 1 Luck to change a roll to 12 or avoid all harm from one event.": "You start with no Luck available, but may earn it in play—increase the number of boxes then, and you may later mark it.

Mark 1 Luck to change a roll to 12 or avoid all harm from one event.", - "Wounds": "Wounds", - "If you’re tracking wounds, track them here.": "If you’re tracking wounds, track them here.", - "Mark an experience box whenever:You roll for a move.You roll a 6 or less on a move (in addition to the mark for rolling a move).You suffer harm.Something else tells you to.": "Mark an experience box whenever:

  • You roll for a move.
  • You roll a 6 or less on a move (in addition to the mark for rolling a move).
  • You suffer harm.
  • Something else tells you to.
", "Favour": "Favour", "When you spend a point of Favour, the Keeper will bring your fate into play.": "When you spend a point of Favour, the Keeper will bring your fate into play.", "When you spend a point of Favour, something goes wrong for your Sect: an ill-advised project or a disastrous operation.": "When you spend a point of Favour, something goes wrong for your Sect: an ill-advised project or a disastrous operation.", @@ -3379,6 +3376,90 @@ "When you spend a point of Luck, something upsets the balance between you and your symbiote, such as a strange medical condition or new demands.": "When you spend a point of Luck, something upsets the balance between you and your symbiote, such as a strange medical condition or new demands.", "When you spend a point of Luck, you get a chance to gain either a significant social connection or incredible piece of tech.": "When you spend a point of Luck, you get a chance to gain either a significant social connection or incredible piece of tech.", "When you spend a point of Luck, you learn about another culture or someone else learns about your culture. This could be good or bad.": "When you spend a point of Luck, you learn about another culture or someone else learns about your culture. This could be good or bad.", + "Wounds": "Wounds", + "If you’re tracking wounds, track them here.": "If you’re tracking wounds, track them here.", + "Mark an experience box whenever:You roll for a move.You roll a 6 or less on a move (in addition to the mark for rolling a move).You suffer harm.Something else tells you to.": "Mark an experience box whenever:
  • You roll for a move.
  • You roll a 6 or less on a move (in addition to the mark for rolling a move).
  • You suffer harm.
  • Something else tells you to.
", + "Levelling Up": "Levelling Up", + "When you’ve filled all five experience boxes, you level up. Erase all experience marks, pick an improvement, and mark a level gained here.": "When you’ve filled all five experience boxes, you level up. Erase all experience marks, pick an improvement, and mark a level gained here.", + "Improvements": "Improvements", + "You may select each as many times as appropriate.Get +1 to a rating. The maximum you can have are a +2, two +1, a 0, and a -1.Gain an improved survivor move.Find a useful tool or weapon.Gain a Luck box, to be spent in the future. Maximum is 7 Luck boxes.Heal 1 harm and clear “unstable.”": "You may select each as many times as appropriate.
  • Get +1 to a rating. The maximum you can have are a +2, two +1, a 0, and a -1.
  • Gain an improved survivor move.
  • Find a useful tool or weapon.
  • Gain a Luck box, to be spent in the future. Maximum is 7 Luck boxes.
  • Heal 1 harm and clear “unstable.”
", + "I find a clear, but maybe difficult, way to break my curse": "I find a clear, but maybe difficult, way to break my curse", + "Action Scientist": "Action Scientist", + "Celebrity": "Celebrity", + "Changeling": "Changeling", + "Covenant": "Covenant", + "Loner": "Loner", + "Spirit-Touched": "Spirit-Touched", + "Envoy": "Envoy", + "Lore-Holder": "Lore-Holder", + "Forged": "Forged", + "Host": "Host", + "Interface": "Interface", + "Other-Folk": "Other-Folk", + "Visitor": "Visitor", + "Curse-Eater": "Curse-Eater", + "Gain an ally team of action scientists": "Gain an ally team of action scientists", + "Gain an ally group—an entourage": "Gain an ally group—an entourage", + "Gain an ally, associated with either the mortal or supernatural worlds": "Gain an ally, associated with either the mortal or supernatural worlds", + "You gain a second ally. Pick a different style for them.": "You gain a second ally. Pick a different style for them.", + "Your Overseers provide bodyguards. You gain an ally or ally team. Choose their type: mortal operatives, invisible spirits, high-tech drones, or something else.": "Your Overseers provide bodyguards. You gain an ally or ally team. Choose their type: mortal operatives, invisible spirits, high-tech drones, or something else.", + "Gain an ally, either another with a symbiote like yours or someone who helps you manage the condition": "Gain an ally, either another with a symbiote like yours or someone who helps you manage the condition", + "Gain an ally: alien, local animal, or local friend": "Gain an ally: alien, local animal, or local friend", + "a lesser spirit being": "a lesser spirit being", + "Get a laboratory with staff, facilities, and instruments suited to your area of study": "Get a laboratory with staff, facilities, and instruments suited to your area of study", + "Choose two topics of occult lore (such as fringe science, ghosts, aliens, or incantations) and take +1 ongoing when using fakelore on those topics": "Choose two topics of occult lore (such as fringe science, ghosts, aliens, or incantations) and take +1 ongoing when using fakelore on those topics", + "Gain one type of contact as if from the Gumshoe’s naked city move": "Gain one type of contact as if from the Gumshoe’s naked city move", + "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Espionage, Forensic Scientists, Fringe Scientists, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Theater, Tinkers, Transportation": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Espionage, Forensic Scientists, Fringe Scientists, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Theater, Tinkers, Transportation", + "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Courtiers, Criminals (organised), Criminals (street), Cultists, Dream Alchemists, Engineers, Espionage, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Merchants, Military, Morgue, Musketeers, Occult, Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Theatre, Town Guards, Transportation": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Courtiers, Criminals (organised), Criminals (street), Cultists, Dream Alchemists, Engineers, Espionage, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Merchants, Military, Morgue, Musketeers, Occult, Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Theatre, Town Guards, Transportation", + "Scholars, Scribes, Artists, Bartenders, Builders, Healers, Magistrates, Wild cultists, Secret agents, Criminals, Engineers, Lawyers, Marches Guard, Carters": "Scholars, Scribes, Artists, Bartenders, Builders, Healers, Magistrates, Wild cultists, Secret agents, Criminals, Engineers, Lawyers, Marches Guard, Carters", + "Gain a Haven, like the Lore-Holder, with two options.": "Gain a Haven, like the Lore-Holder, with two options.", + "Gain a ritual space, like the Haven option of the Lore-Holder.": "Gain a ritual space, like the Haven option of the Lore-Holder.", + "Recover a stash of valuables. Take 15-wear worth of fancy items (mostly jewellery).": "Recover a stash of valuables. Take 15-wear worth of fancy items (mostly jewellery).", + "Erase one used Favour point": "Erase one used Favour point", + "Add an extra harm box to your harm track on the “Okay” side": "Add an extra harm box to your harm track on the “Okay” side", + "Clear all corruption, without clearing consumed magics. Don’t erase the excess magics now, but you can’t gain more until you release some of them.": "Clear all corruption, without clearing consumed magics. Don’t erase the excess magics now, but you can’t gain more until you release some of them.", + "Mark use magic (or your alternate Weird move) as advanced": "Mark use magic (or your alternate Weird move) as advanced", + "Pick a second resource item from the Envoy’s gear options": "Pick a second resource item from the Envoy’s gear options", + "Change your Task to another option": "Change your Task to another option", + "Pick another benefit for your weapon form": "Pick another benefit for your weapon form", + "You can choose to count your current wielder as your partner for the purpose of your moves. Your chosen partner still counts as well.": "You can choose to count your current wielder as your partner for the purpose of your moves. Your chosen partner still counts as well.", + "Take another benefit from Symbiosis": "Take another benefit from Symbiosis", + "Gain another option from defensive adaptation": "Gain another option from defensive adaptation", + "Add, remove, or change three tags on gear. May be distributed between multiple pieces of gear.": "Add, remove, or change three tags on gear. May be distributed between multiple pieces of gear.", + "Repair the vehicle that brought you here so it can safely enter a vacuum and travel in space": "Repair the vehicle that brought you here so it can safely enter a vacuum and travel in space", + "I break my curse": "I break my curse", + "This is my home now, and I’ll protect it. Change this hunter to a new playbook.": "This is my home now, and I’ll protect it. Change this hunter to a new playbook.", + "Create a second hunter by symbiotic fission: they are either a non-human hunter or a symbiote bonded to another Host": "Create a second hunter by symbiotic fission: they are either a non-human hunter or a symbiote bonded to another Host", + "Choose an advanced move you have. Anyone wielding you treats that move as advanced.": "Choose an advanced move you have. Anyone wielding you treats that move as advanced.", + "Choose another advanced move you have. Anyone wielding you treats that move as advanced.": "Choose another advanced move you have. Anyone wielding you treats that move as advanced.", + "Retire this hunter to increased fame": "Retire this hunter to increased fame", + "Retire as an uploaded consciousness. Are you now a threat, an ally, or wholly disinterested in meatspace?": "Retire as an uploaded consciousness. Are you now a threat, an ally, or wholly disinterested in meatspace?", + "Change the nature of your obligation. Select a new obligation from the normal options or (with the Keeper’s agreement) a new obligation of your own creation.": "Change the nature of your obligation. Select a new obligation from the normal options or (with the Keeper’s agreement) a new obligation of your own creation.", + "Make a consumed magic into a permanent custom move (with the group’s agreement), then clear it.": "Make a consumed magic into a permanent custom move (with the group’s agreement), then clear it.", + "Get +1 Cool, max +3": "Get +1 Cool, max +3", + "New interest: add a second area of study": "New interest: add a second area of study", + "Remove one Unknown Heritage tag. You’ve now integrated well enough to avoid issues.": "Remove one Unknown Heritage tag. You’ve now integrated well enough to avoid issues.", + "Your character retires to a position of supernatural responsibility, preventing their involvement in mortal matters.": "Your character retires to a position of supernatural responsibility, preventing their involvement in mortal matters.", + "You find a home. Pick one:": "You find a home. Pick one:", + "A human group that has accepted you for what you are. Create as the Professional’s Agency, with one resource and one red tape.": "A human group that has accepted you for what you are. Create as the Professional’s Agency, with one resource and one red tape.", + "You’ve been welcomed into a group of your supernatural heritage. Create as the Initiate’s Sect, with one good tradition and one bad tradition.": "You’ve been welcomed into a group of your supernatural heritage. Create as the Initiate’s Sect, with one good tradition and one bad tradition.", + "You’ve claimed a supernatural realm. Create as the Expert’s haven, with two options. You may use magic to access this realm from any location.": "You’ve claimed a supernatural realm. Create as the Expert’s haven, with two options. You may use magic to access this realm from any location.", + "Your fame skyrockets, bringing you lots of new benefits and obligations to match": "Your fame skyrockets, bringing you lots of new benefits and obligations to match", + "Your Covenant now works twice per session": "Your Covenant now works twice per session", + "Create a hunter based on one of your allies to play in addition to this one. If you die, they have +1 ongoing on tasks leading toward avenging or resurrecting the Covenant.": "Create a hunter based on one of your allies to play in addition to this one. If you die, they have +1 ongoing on tasks leading toward avenging or resurrecting the Covenant.", + "Pick a secondary Task as well as your first": "Pick a secondary Task as well as your first", + "Change any or all of the Overseers’ Values and Concerns. What’s changed?": "Change any or all of the Overseers’ Values and Concerns. What’s changed?", + "Choose to be either human or weapon permanently from now on. Either retire to safety or change playbooks.": "Choose to be either human or weapon permanently from now on. Either retire to safety or change playbooks.", + "Get a second partner": "Get a second partner", + "You are able to wield yourself in weapon form, either by magical flight or manifesting a spectral figure to hold you. This frees up your wielder to do other things, while you fight on your own.": "You are able to wield yourself in weapon form, either by magical flight or manifesting a spectral figure to hold you. This frees up your wielder to do other things, while you fight on your own.", + "Add a third option to your haven": "Add a third option to your haven", + "Get a haven like the Expert with workshop, supercomputer, and two other options": "Get a haven like the Expert with workshop, supercomputer, and two other options", + "Add an Upgrade or change a Fault": "Add an Upgrade or change a Fault", + "Add the “integrated” and “blatant” tags (SSK page 188) to a piece of wearable or handheld gear": "Add the “integrated” and “blatant” tags (SSK page 188) to a piece of wearable or handheld gear", + "Add the “retractable” tag (SSK page 188) to a piece of wearable or handheld gear": "Add the “retractable” tag (SSK page 188) to a piece of wearable or handheld gear", + "This is my home now, and I need to rest. Retire this hunter to safety, on Earth.": "This is my home now, and I need to rest. Retire this hunter to safety, on Earth.", + "This was just an adventure, and now it’s over. Retire this hunter to safety back on your homeworld.": "This was just an adventure, and now it’s over. Retire this hunter to safety back on your homeworld.", + "Establish official, friendly contact between Earth and your people": "Establish official, friendly contact between Earth and your people", "Dark Past": "Dark Past", "Choose your dark past:": "Choose your dark past:", "Choose a Dark Past": "Choose a Dark Past", @@ -3583,7 +3664,6 @@ "Attraction to": "Attraction to", "Obsession with": "Obsession with", "The Keeper may introduce obstacles or distractions based on these tags. If you push through or ignore them, things can spiral out of control, and you may need to act under pressure.Alternatively, devote time to dealing with it and put other concerns (like the current crisis, ongoing mystery, or personal issues) on hold. If you do, mark experience.You always have the temptation to find out about your nature. When investigating a mystery with a source of supernatural knowledge, you may ask, “What do I learn about myself?” as one of your questions.If the character gains any useful knowledge of themself, word will get out among the supernatural world that they’re asking questions.": "

The Keeper may introduce obstacles or distractions based on these tags. If you push through or ignore them, things can spiral out of control, and you may need to act under pressure.

Alternatively, devote time to dealing with it and put other concerns (like the current crisis, ongoing mystery, or personal issues) on hold. If you do, mark experience.

You always have the temptation to find out about your nature. When investigating a mystery with a source of supernatural knowledge, you may ask, “What do I learn about myself?” as one of your questions.

If the character gains any useful knowledge of themself, word will get out among the supernatural world that they’re asking questions.", - "Covenant": "Covenant", "You have a knack for keeping allies safe. Once per session, if an ally would be killed, describe how you help them survive and escape. They return, fully or mostly recovered, at the start of the next mystery.": "You have a knack for keeping allies safe. Once per session, if an ally would be killed, describe how you help them survive and escape. They return, fully or mostly recovered, at the start of the next mystery.", "Friendship": "Friendship", "You start with an ally. Pick a type (MOTW hardcover, page 131) and a style:": "You start with an ally. Pick a type (MOTW hardcover, page 131) and a style:", @@ -5874,9 +5954,6 @@ "Ritual Use: When doing big magic, pick one:Gain +1 ongoing while taking part in the ritual.Your involvement replaces one requirement.": "Ritual Use: When doing big magic, pick one:

  • Gain +1 ongoing while taking part in the ritual.
  • Your involvement replaces one requirement.
", "Don’t Worry About Me: When you neglect your needs to aid someone, mark experience and if it’s for your partner, take +1 forward. When you assure a non-partner hunter you’re fine after suffering harm, they get +1 forward.": "Don’t Worry About Me: When you neglect your needs to aid someone, mark experience and if it’s for your partner, take +1 forward. When you assure a non-partner hunter you’re fine after suffering harm, they get +1 forward.", "Pointing the Way: When you remind someone of their obligations, you take +1 forward to manipulate someone. When you read a bad situation, add “What should we do to keep our promises?” to your list of questions.": "Pointing the Way: When you remind someone of their obligations, you take +1 forward to manipulate someone. When you read a bad situation, add “What should we do to keep our promises?” to your list of questions.", - "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Espionage, Forensic Scientists, Fringe Scientists, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Theater, Tinkers, Transportation": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Espionage, Forensic Scientists, Fringe Scientists, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Theater, Tinkers, Transportation", - "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Courtiers, Criminals (organised), Criminals (street), Cultists, Dream Alchemists, Engineers, Espionage, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Merchants, Military, Morgue, Musketeers, Occult, Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Theatre, Town Guards, Transportation": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Courtiers, Criminals (organised), Criminals (street), Cultists, Dream Alchemists, Engineers, Espionage, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Merchants, Military, Morgue, Musketeers, Occult, Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Theatre, Town Guards, Transportation", - "Scholars, Scribes, Artists, Bartenders, Builders, Healers, Magistrates, Wild cultists, Secret agents, Criminals, Engineers, Lawyers, Marches Guard, Carters": "Scholars, Scribes, Artists, Bartenders, Builders, Healers, Magistrates, Wild cultists, Secret agents, Criminals, Engineers, Lawyers, Marches Guard, Carters", "Out of the Past: You have a Musketeer or town guard buddy who will do you big favors. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them: expect them to collect on it soon.": "Out of the Past: You have a Musketeer or town guard buddy who will do you big favors. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them: expect them to collect on it soon.", "Out of the Past: You have a Marches Guard member or royal administrator buddy who will do you big favors. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them: expect them to collect on it soon.": "Out of the Past: You have a Marches Guard member or royal administrator buddy who will do you big favors. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them: expect them to collect on it soon.", "Archive Rat: When you gain access to a library or archive, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You": "Archive Rat: When you gain access to a library or archive, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", @@ -6114,10 +6191,6 @@ "A Solitary Burden: When you keep others from helping you in your hunt, mark experience. When another hunter lets you go alone against the breed of monster that caused your loss when they could have helped you, they mark experience.": "A Solitary Burden: When you keep others from helping you in your hunt, mark experience. When another hunter lets you go alone against the breed of monster that caused your loss when they could have helped you, they mark experience.", "From My Mistakes: When you share your painful experiences with somebody as the reason for them to do what you ask when manipulating them, take –1 forward and gain experience.": "From My Mistakes: When you share your painful experiences with somebody as the reason for them to do what you ask when manipulating them, take –1 forward and gain experience.", "Unable to Socialise: Get –1 to Charm (min –2), and +1 to either Tough or Cool (max +3).": "Unable to Socialise: Get –1 to Charm (min –2), and +1 to either Tough or Cool (max +3).", - "Levelling Up": "Levelling Up", - "When you’ve filled all five experience boxes, you level up. Erase all experience marks, pick an improvement, and mark a level gained here.": "When you’ve filled all five experience boxes, you level up. Erase all experience marks, pick an improvement, and mark a level gained here.", - "Improvements": "Improvements", - "You may select each as many times as appropriate.Get +1 to a rating. The maximum you can have are a +2, two +1, a 0, and a -1.Gain an improved survivor move.Find a useful tool or weapon.Gain a Luck box, to be spent in the future. Maximum is 7 Luck boxes.Heal 1 harm and clear “unstable.”": "You may select each as many times as appropriate.
  • Get +1 to a rating. The maximum you can have are a +2, two +1, a 0, and a -1.
  • Gain an improved survivor move.
  • Find a useful tool or weapon.
  • Gain a Luck box, to be spent in the future. Maximum is 7 Luck boxes.
  • Heal 1 harm and clear “unstable.”
", "Base: Energy (2-harm close heat)": "Base: Energy (2-harm close heat)", "Extra: Mark (you can track the victim later)": "Extra: Mark (you can track the victim later)", "Extra: Poison (victim becomes unstable)": "Extra: Poison (victim becomes unstable)", @@ -6654,78 +6727,5 @@ "Very hard wearing": "Very hard wearing", "Flint, antler, ivory": "Flint, antler, ivory", "Extremely hard and tough": "Extremely hard and tough", - "Jade, gemstones, meteoric iron": "Jade, gemstones, meteoric iron", - "I find a clear, but maybe difficult, way to break my curse": "I find a clear, but maybe difficult, way to break my curse", - "Action Scientist": "Action Scientist", - "Celebrity": "Celebrity", - "Changeling": "Changeling", - "Loner": "Loner", - "Spirit-Touched": "Spirit-Touched", - "Envoy": "Envoy", - "Lore-Holder": "Lore-Holder", - "Forged": "Forged", - "Host": "Host", - "Interface": "Interface", - "Other-Folk": "Other-Folk", - "Visitor": "Visitor", - "Curse-Eater": "Curse-Eater", - "Gain an ally team of action scientists": "Gain an ally team of action scientists", - "Gain an ally group—an entourage": "Gain an ally group—an entourage", - "Gain an ally, associated with either the mortal or supernatural worlds": "Gain an ally, associated with either the mortal or supernatural worlds", - "You gain a second ally. Pick a different style for them.": "You gain a second ally. Pick a different style for them.", - "Your Overseers provide bodyguards. You gain an ally or ally team. Choose their type: mortal operatives, invisible spirits, high-tech drones, or something else.": "Your Overseers provide bodyguards. You gain an ally or ally team. Choose their type: mortal operatives, invisible spirits, high-tech drones, or something else.", - "Gain an ally, either another with a symbiote like yours or someone who helps you manage the condition": "Gain an ally, either another with a symbiote like yours or someone who helps you manage the condition", - "Gain an ally: alien, local animal, or local friend": "Gain an ally: alien, local animal, or local friend", - "a lesser spirit being": "a lesser spirit being", - "Get a laboratory with staff, facilities, and instruments suited to your area of study": "Get a laboratory with staff, facilities, and instruments suited to your area of study", - "Choose two topics of occult lore (such as fringe science, ghosts, aliens, or incantations) and take +1 ongoing when using fakelore on those topics": "Choose two topics of occult lore (such as fringe science, ghosts, aliens, or incantations) and take +1 ongoing when using fakelore on those topics", - "Gain one type of contact as if from the Gumshoe’s naked city move": "Gain one type of contact as if from the Gumshoe’s naked city move", - "Gain a Haven, like the Lore-Holder, with two options.": "Gain a Haven, like the Lore-Holder, with two options.", - "Gain a ritual space, like the Haven option of the Lore-Holder.": "Gain a ritual space, like the Haven option of the Lore-Holder.", - "Recover a stash of valuables. Take 15-wear worth of fancy items (mostly jewellery).": "Recover a stash of valuables. Take 15-wear worth of fancy items (mostly jewellery).", - "Erase one used Favour point": "Erase one used Favour point", - "Add an extra harm box to your harm track on the “Okay” side": "Add an extra harm box to your harm track on the “Okay” side", - "Clear all corruption, without clearing consumed magics. Don’t erase the excess magics now, but you can’t gain more until you release some of them.": "Clear all corruption, without clearing consumed magics. Don’t erase the excess magics now, but you can’t gain more until you release some of them.", - "Mark use magic (or your alternate Weird move) as advanced": "Mark use magic (or your alternate Weird move) as advanced", - "Pick a second resource item from the Envoy’s gear options": "Pick a second resource item from the Envoy’s gear options", - "Change your Task to another option": "Change your Task to another option", - "Pick another benefit for your weapon form": "Pick another benefit for your weapon form", - "You can choose to count your current wielder as your partner for the purpose of your moves. Your chosen partner still counts as well.": "You can choose to count your current wielder as your partner for the purpose of your moves. Your chosen partner still counts as well.", - "Take another benefit from Symbiosis": "Take another benefit from Symbiosis", - "Gain another option from defensive adaptation": "Gain another option from defensive adaptation", - "Add, remove, or change three tags on gear. May be distributed between multiple pieces of gear.": "Add, remove, or change three tags on gear. May be distributed between multiple pieces of gear.", - "Repair the vehicle that brought you here so it can safely enter a vacuum and travel in space": "Repair the vehicle that brought you here so it can safely enter a vacuum and travel in space", - "I break my curse": "I break my curse", - "This is my home now, and I’ll protect it. Change this hunter to a new playbook.": "This is my home now, and I’ll protect it. Change this hunter to a new playbook.", - "Create a second hunter by symbiotic fission: they are either a non-human hunter or a symbiote bonded to another Host": "Create a second hunter by symbiotic fission: they are either a non-human hunter or a symbiote bonded to another Host", - "Choose an advanced move you have. Anyone wielding you treats that move as advanced.": "Choose an advanced move you have. Anyone wielding you treats that move as advanced.", - "Choose another advanced move you have. Anyone wielding you treats that move as advanced.": "Choose another advanced move you have. Anyone wielding you treats that move as advanced.", - "Retire this hunter to increased fame": "Retire this hunter to increased fame", - "Retire as an uploaded consciousness. Are you now a threat, an ally, or wholly disinterested in meatspace?": "Retire as an uploaded consciousness. Are you now a threat, an ally, or wholly disinterested in meatspace?", - "Change the nature of your obligation. Select a new obligation from the normal options or (with the Keeper’s agreement) a new obligation of your own creation.": "Change the nature of your obligation. Select a new obligation from the normal options or (with the Keeper’s agreement) a new obligation of your own creation.", - "Make a consumed magic into a permanent custom move (with the group’s agreement), then clear it.": "Make a consumed magic into a permanent custom move (with the group’s agreement), then clear it.", - "Get +1 Cool, max +3": "Get +1 Cool, max +3", - "New interest: add a second area of study": "New interest: add a second area of study", - "Remove one Unknown Heritage tag. You’ve now integrated well enough to avoid issues.": "Remove one Unknown Heritage tag. You’ve now integrated well enough to avoid issues.", - "Your character retires to a position of supernatural responsibility, preventing their involvement in mortal matters.": "Your character retires to a position of supernatural responsibility, preventing their involvement in mortal matters.", - "You find a home. Pick one:": "You find a home. Pick one:", - "A human group that has accepted you for what you are. Create as the Professional’s Agency, with one resource and one red tape.": "A human group that has accepted you for what you are. Create as the Professional’s Agency, with one resource and one red tape.", - "You’ve been welcomed into a group of your supernatural heritage. Create as the Initiate’s Sect, with one good tradition and one bad tradition.": "You’ve been welcomed into a group of your supernatural heritage. Create as the Initiate’s Sect, with one good tradition and one bad tradition.", - "You’ve claimed a supernatural realm. Create as the Expert’s haven, with two options. You may use magic to access this realm from any location.": "You’ve claimed a supernatural realm. Create as the Expert’s haven, with two options. You may use magic to access this realm from any location.", - "Your fame skyrockets, bringing you lots of new benefits and obligations to match": "Your fame skyrockets, bringing you lots of new benefits and obligations to match", - "Your Covenant now works twice per session": "Your Covenant now works twice per session", - "Create a hunter based on one of your allies to play in addition to this one. If you die, they have +1 ongoing on tasks leading toward avenging or resurrecting the Covenant.": "Create a hunter based on one of your allies to play in addition to this one. If you die, they have +1 ongoing on tasks leading toward avenging or resurrecting the Covenant.", - "Pick a secondary Task as well as your first": "Pick a secondary Task as well as your first", - "Change any or all of the Overseers’ Values and Concerns. What’s changed?": "Change any or all of the Overseers’ Values and Concerns. What’s changed?", - "Choose to be either human or weapon permanently from now on. Either retire to safety or change playbooks.": "Choose to be either human or weapon permanently from now on. Either retire to safety or change playbooks.", - "Get a second partner": "Get a second partner", - "You are able to wield yourself in weapon form, either by magical flight or manifesting a spectral figure to hold you. This frees up your wielder to do other things, while you fight on your own.": "You are able to wield yourself in weapon form, either by magical flight or manifesting a spectral figure to hold you. This frees up your wielder to do other things, while you fight on your own.", - "Add a third option to your haven": "Add a third option to your haven", - "Get a haven like the Expert with workshop, supercomputer, and two other options": "Get a haven like the Expert with workshop, supercomputer, and two other options", - "Add an Upgrade or change a Fault": "Add an Upgrade or change a Fault", - "Add the “integrated” and “blatant” tags (SSK page 188) to a piece of wearable or handheld gear": "Add the “integrated” and “blatant” tags (SSK page 188) to a piece of wearable or handheld gear", - "Add the “retractable” tag (SSK page 188) to a piece of wearable or handheld gear": "Add the “retractable” tag (SSK page 188) to a piece of wearable or handheld gear", - "This is my home now, and I need to rest. Retire this hunter to safety, on Earth.": "This is my home now, and I need to rest. Retire this hunter to safety, on Earth.", - "This was just an adventure, and now it’s over. Retire this hunter to safety back on your homeworld.": "This was just an adventure, and now it’s over. Retire this hunter to safety back on your homeworld.", - "Establish official, friendly contact between Earth and your people": "Establish official, friendly contact between Earth and your people" + "Jade, gemstones, meteoric iron": "Jade, gemstones, meteoric iron" } \ No newline at end of file