From a268b4e768e332785fc2dcbf5c8a48221270d97d Mon Sep 17 00:00:00 2001 From: fredhicks Date: Sun, 17 May 2026 12:46:34 -0400 Subject: [PATCH] Minor adjustment to org hierarchy for hunter moves reference --- Monster of the Week Official/MotWHTML.html | 814 +++++++++--------- Monster of the Week Official/translation.json | 1 + 2 files changed, 411 insertions(+), 404 deletions(-) diff --git a/Monster of the Week Official/MotWHTML.html b/Monster of the Week Official/MotWHTML.html index cf280d6b72..f017838c9c 100644 --- a/Monster of the Week Official/MotWHTML.html +++ b/Monster of the Week Official/MotWHTML.html @@ -589,441 +589,447 @@ on("change:repeating_hunterstory:story", function(e) {
- Act Under Pressure - +
-
- When you act under pressure, roll +Cool. - On a 10+ you do what you set out to. - On a 7-9 the Keeper is going to give you a worse outcome, hard choice, or price to pay. -
- Advanced Act Under Pressure - (Enabled) -
Advanced: On a 12+ you may choose to either do what you wanted and something extra, or to do what you wanted to absolute perfection.
-
-
-
- -
- - - -
-
-
- -
- - -
-
- - -
-
- - (Enabled) -
-
-
-
-
-
- - -
-
- - (Enabled) -
-
-
-
-
-
- -
-
-
-
-
- -
- -
-
- -
-
-
-
- - -
-
-
-
- - -
-
-
-
-
-
- - Help Out - - -
- -
- When you help another hunter, roll +Cool. - On a 10+ your help grants them +1 to their roll. - On a 7-9 your help grants them +1 to their roll, but you also expose yourself to trouble or danger. -
-
-
-
- Advanced Help Out - (Enabled) -
Advanced: On a 12+ your help lets them act as if they just rolled a 12, regardless of what they actually got.
-
-
-
- -
- Investigate a Mystery - -
-
When you investigate a mystery, roll +Sharp. On a 10+ hold 2, and on a 7-9 hold 1.
Current Hold: - - -
One hold can be spent to ask the Keeper one of the following questions: -
    -
  • What happened here?
  • -
  • What sort of creature is it?
  • -
  • What can it do?
  • -
  • What can hurt it?
  • -
  • Where did it go?
  • -
  • What was it going to do?
  • -
  • What is being concealed here?
  • -
-
-
-
-
- Advanced Investigate a Mystery - (Enabled) -
Advanced: On a 12+, you may ask the Keeper any question you want about the mystery, not just the listed ones.
-
-
- Investigating Phenomena -
Hunters dealing with phenomena may ask the following as part of the standard investigate a mystery list of questions: -
    -
  • How is this phenomenon doing this?
  • -
  • What could fix it, cure it, or slow it down?
  • -
  • How far does the effect reach?
  • -
  • What will be affected next?
  • -
-
-
-
-
- -
- Investigate a Mystery (Flexible Alternative) - -
-
(This is from Tome of Mysteries, page 29. See that book for a more full discussion.)
When you investigate a mystery with your particular techniques and skills, roll +Sharp: -
    -
  • On a 10 or higher, ask the Keeper two general questions or one specific question. Based on how you are investigating, they will tell you honestly and with good detail what you discover.
  • -
  • On a 7 to 9, ask the Keeper one general question. Based on how you are investigating, they will tell you honestly and with reasonable detail what you discover.
  • -
  • On a miss, ask the Keeper one general question. They may answer it as they wish. Regardless of the question and answer, something bad happens.
  • -
Moves That Grant Different Questions: Many hunters have moves that grant special questions to ask instead of the usual list. To ensure these moves are still valuable, they now grant one of those special questions in addition to the questions granted by your investigate a mystery move result. -
-
- Advanced Investigate a Mystery - (Enabled) -
Advanced: On a 12 or higher, as 10 or higher but you may ask one additional question—specific or general, your choice.
-
-
-
- -
- - - -
-
- - (Enabled) -
-
-
-
-
- -
- Kick Some Ass - -
-
- When you get into a fight and kick some ass, roll +Tough. - On a 7+, you and whatever you're fighting inflict harm on each other. - The amount of harm is based on the established dangers in the game. - That usually means you inflict the harm rating of your weapon and your enemy inflicts their attack's harm rating on you. - On a 10+, choose one extra effect: -
    -
  • You gain the advantage: take +1 forward, or give +1 forward to another hunter.
  • -
  • You inflict terrible harm (+1 harm).
  • -
  • You suffer less harm (-1 harm).
  • -
  • You force them where you want them.
  • -
-
- Advanced Kick Some Ass - (Enabled) -
Advanced: On a 12+ instead pick an enhanced effect: -
    -
  • You completely hold the advantage. All hunters involved in the fight get +1 forward.
  • -
  • You suffer no harm at all.
  • -
  • Your attack inflicts double the normal harm.
  • -
  • Your attack drives the enemy away in a rout.
  • -
-
-
-
- -
- Manipulate Someone - -
-
Once you have given them a reason, tell them what you want them to do and roll +Charm.
-
- For a Normal Person... + + Act Under Pressure +
-
+
+ When you act under pressure, roll +Cool. + On a 10+ you do what you set out to. + On a 7-9 the Keeper is going to give you a worse outcome, hard choice, or price to pay. +
+
+ Advanced Act Under Pressure + (Enabled) +
Advanced: On a 12+ you may choose to either do what you wanted and something extra, or to do what you wanted to absolute perfection.
+
+
+
+ +
+ + + +
+
+
+ +
+ + +
+
+ + +
+
+ + (Enabled) +
+
+
+
+
+
+ + +
+
+ + (Enabled) +
+
+
+
+
+
+ +
+
+
+
+
+ +
+ +
+
+ +
+
+
+
+ + +
+
+
+
+ + +
+
+
+
+
+
+ + Help Out + + +
+ +
+ When you help another hunter, roll +Cool. + On a 10+ your help grants them +1 to their roll. + On a 7-9 your help grants them +1 to their roll, but you also expose yourself to trouble or danger. +
+
+
+
+ Advanced Help Out + (Enabled) +
Advanced: On a 12+ your help lets them act as if they just rolled a 12, regardless of what they actually got.
+
+
+
+ +
+ Investigate a Mystery + +
+
When you investigate a mystery, roll +Sharp. On a 10+ hold 2, and on a 7-9 hold 1.
Current Hold: + + +
One hold can be spent to ask the Keeper one of the following questions:
    -
  • On a 10+, then they'll do it for the reason you gave them. If you asked too much, they'll tell you the minimum it would take for them to do it (or if there's no way they'd do it).
  • -
  • On a 7-9, they'll do it, but only if you do something for them right now to show that you mean it. If you asked too much, they'll tell you what, if anything, it would take for them to do it.
  • +
  • What happened here?
  • +
  • What sort of creature is it?
  • +
  • What can it do?
  • +
  • What can hurt it?
  • +
  • Where did it go?
  • +
  • What was it going to do?
  • +
  • What is being concealed here?
-
- Advanced Manipulate Someone - (Enabled) -
Advanced: On a 12+ not only do they do what you want right now, they also become your ally for the rest of the mystery (or, if you do enough for them, permanently).
-
-
-
-
- For Another Hunter... -
-
-
    -
  • On a 10+, if they do what you ask they mark experience and get +1 forward.
  • -
  • On a 7-9, they mark experience if they do what you ask.
  • -
  • On a miss, it's up to that hunter to decide how badly you offend or annoy them. They mark experience if they decide not to do what you asked. Monsters and minions cannot normally be manipulated.
  • -
+
- Advanced Manipulate Someone - (Enabled) -
Advanced: On a 12+ they must act under pressure to resist your request. If they do what you ask, they mark one experience and take +1 ongoing while doing what you asked.
+ Advanced Investigate a Mystery + (Enabled) +
Advanced: On a 12+, you may ask the Keeper any question you want about the mystery, not just the listed ones.
-
-
-
-
- -
- - - -
-
- - (Enabled) -
-
-
-
-
- -
- Protect Someone - -
-
- When you prevent harm to another character, roll +Tough. - On a 7+, you protect them okay, but you'll suffer some or all of the harm they were going to get. - On a 10+ choose an extra: -
    -
  • You suffer little harm (-1 harm).
  • -
  • All impending danger is now focused on you.
  • -
  • You inflict harm on the enemy.
  • -
  • You hold the enemy back.
  • -
-
- Advanced Protect Someone - (Enabled) -
Advanced: on a 12+ both you and the character you are protecting are unharmed and out of danger. If you were protecting a bystander, they also become your ally.
-
-
- -
- - -
-
- - -
- - (Enabled) -
+ Investigating Phenomena +
Hunters dealing with phenomena may ask the following as part of the standard investigate a mystery list of questions: +
    +
  • How is this phenomenon doing this?
  • +
  • What could fix it, cure it, or slow it down?
  • +
  • How far does the effect reach?
  • +
  • What will be affected next?
  • +
+
- -
+ Investigate a Mystery (Flexible Alternative) + +
+
(This is from Tome of Mysteries, page 29. See that book for a more full discussion.)
When you investigate a mystery with your particular techniques and skills, roll +Sharp: +
    +
  • On a 10 or higher, ask the Keeper two general questions or one specific question. Based on how you are investigating, they will tell you honestly and with good detail what you discover.
  • +
  • On a 7 to 9, ask the Keeper one general question. Based on how you are investigating, they will tell you honestly and with reasonable detail what you discover.
  • +
  • On a miss, ask the Keeper one general question. They may answer it as they wish. Regardless of the question and answer, something bad happens.
  • +
Moves That Grant Different Questions: Many hunters have moves that grant special questions to ask instead of the usual list. To ensure these moves are still valuable, they now grant one of those special questions in addition to the questions granted by your investigate a mystery move result. +
+
+ Advanced Investigate a Mystery + (Enabled) +
Advanced: On a 12 or higher, as 10 or higher but you may ask one additional question—specific or general, your choice.
+
-
-
- -
- Read a Bad Situation - -
-
When you look around and read a bad situation, roll +Sharp. On a 10+ hold 3, and on a 7-9, hold 1.
Current Hold: - -
One hold can be spent to ask the Keeper one of the following questions: -
    -
  • What's my best way in?
  • -
  • What's my best way out?
  • -
  • Are there any dangers we haven't noticed?
  • -
  • What's the biggest threat?
  • -
  • What's most vulnerable to me?
  • -
  • What's the best way to protect the victims?
  • -
If you act on the answers, you get +1 ongoing while the information is relevant. + +
+ + + +
+
+ + (Enabled) +
+
+
+
+
- Advanced Read a Bad Situation - (Enabled) -
Advanced: On a 12+ you may ask the Keeper any question you want about the situation, not just the listed ones.
-
-
-
-
- Use Magic - -
-
- When you use magic, say what you're trying to achieve and how you do the spell, then roll +Weird. - On a 10+, the magic works without issues: choose your effect. - On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has. -
-
- Advanced Use Magic - (Enabled) -
Advanced: On a 12+ the Keeper will offer you some added benefit.
+ Kick Some Ass + +
+
+ When you get into a fight and kick some ass, roll +Tough. + On a 7+, you and whatever you're fighting inflict harm on each other. + The amount of harm is based on the established dangers in the game. + That usually means you inflict the harm rating of your weapon and your enemy inflicts their attack's harm rating on you. + On a 10+, choose one extra effect: +
    +
  • You gain the advantage: take +1 forward, or give +1 forward to another hunter.
  • +
  • You inflict terrible harm (+1 harm).
  • +
  • You suffer less harm (-1 harm).
  • +
  • You force them where you want them.
  • +
+
+ Advanced Kick Some Ass + (Enabled) +
Advanced: On a 12+ instead pick an enhanced effect: +
    +
  • You completely hold the advantage. All hunters involved in the fight get +1 forward.
  • +
  • You suffer no harm at all.
  • +
  • Your attack inflicts double the normal harm.
  • +
  • Your attack drives the enemy away in a rout.
  • +
+
+
- Effects -
-
    -
  • Inflict harm (1-harm ignore-armour magic obvious).
  • -
  • Enchant a weapon. It gets +1 harm and +magic.
  • -
  • Do one thing that is beyond human limitations.
  • -
  • Bar a place or portal to a specific person or a type of creature.
  • -
  • Trap a specific person, minion, or monster.
  • -
  • Banish a spirit or curse from the person, object, or place it inhabits.
  • -
  • Summon a monster into the world.
  • -
  • Communicate with something that you do not share a language with.
  • -
  • Observe another place or time.
  • -
  • Heal 1-harm from an injury, or cure a disease, or neutralize a poison.
  • -
+ Manipulate Someone + +
+
Once you have given them a reason, tell them what you want them to do and roll +Charm.
+
+ For a Normal Person... +
+
+
    +
  • On a 10+, then they'll do it for the reason you gave them. If you asked too much, they'll tell you the minimum it would take for them to do it (or if there's no way they'd do it).
  • +
  • On a 7-9, they'll do it, but only if you do something for them right now to show that you mean it. If you asked too much, they'll tell you what, if anything, it would take for them to do it.
  • +
+
+
+ Advanced Manipulate Someone + (Enabled) +
Advanced: On a 12+ not only do they do what you want right now, they also become your ally for the rest of the mystery (or, if you do enough for them, permanently).
+
+
+
+
+ For Another Hunter... +
+
+
    +
  • On a 10+, if they do what you ask they mark experience and get +1 forward.
  • +
  • On a 7-9, they mark experience if they do what you ask.
  • +
  • On a miss, it's up to that hunter to decide how badly you offend or annoy them. They mark experience if they decide not to do what you asked. Monsters and minions cannot normally be manipulated.
  • +
+
+
+ Advanced Manipulate Someone + (Enabled) +
Advanced: On a 12+ they must act under pressure to resist your request. If they do what you ask, they mark one experience and take +1 ongoing while doing what you asked.
+
+
+
+
- Effects -
+ + + +
+
+ + (Enabled) +
+
+
+
+
+ +
+ Protect Someone + +
+
+ When you prevent harm to another character, roll +Tough. + On a 7+, you protect them okay, but you'll suffer some or all of the harm they were going to get. + On a 10+ choose an extra: +
    +
  • You suffer little harm (-1 harm).
  • +
  • All impending danger is now focused on you.
  • +
  • You inflict harm on the enemy.
  • +
  • You hold the enemy back.
  • +
+
+ Advanced Protect Someone + (Enabled) +
Advanced: on a 12+ both you and the character you are protecting are unharmed and out of danger. If you were protecting a bystander, they also become your ally.
+
+
+ +
+ + +
+
+ + +
+
+ + (Enabled) +
+
+
+
+
+
+ +
+
+
+
+
+ +
+ Read a Bad Situation + +
+
When you look around and read a bad situation, roll +Sharp. On a 10+ hold 3, and on a 7-9, hold 1.
Current Hold: + +
One hold can be spent to ask the Keeper one of the following questions: +
    +
  • What's my best way in?
  • +
  • What's my best way out?
  • +
  • Are there any dangers we haven't noticed?
  • +
  • What's the biggest threat?
  • +
  • What's most vulnerable to me?
  • +
  • What's the best way to protect the victims?
  • +
If you act on the answers, you get +1 ongoing while the information is relevant. +
+
+ Advanced Read a Bad Situation + (Enabled) +
Advanced: On a 12+ you may ask the Keeper any question you want about the situation, not just the listed ones.
+
- Glitches -
-
    -
  • The effect is weakened.
  • -
  • The effect is of short duration.
  • -
  • You take 1-harm ignore-armour.
  • -
  • The magic draws immediate, unwelcome attention.
  • -
  • It has a problematic side effect.
  • -
-
-
-
- The Keeper May Say That... -
-
    -
  • The spell requires weird materials.
  • -
  • The spell will take 10 seconds, 30 seconds, or 1 minute to cast.
  • -
  • The spell requires ritual chanting and gestures.
  • -
  • The spell requires you to draw arcane symbols.
  • -
  • You need one or two people to help cast the spell.
  • -
  • You need to refer to a tome of magic for the details.
  • -
-
-
-
- The Keeper May Say That... -
-
-
-
-
-
- Big Magic -
- Use this when you want more than the Use Magic effects. Tell the Keeper what you want to do. - The Keeper may require: -
    -
  • You need to spend a lot of time (days or weeks) researching the magic ritual.
  • -
  • You need to experiment with the spell – there will be lots of failures before you get it right.
  • -
  • You need some rare and weird ingredients and supplies.
  • -
  • The spell will take a long time (hours or days) to cast.
  • -
  • You need a lot of people (2, 3, 7, 13, or more) to help.
  • -
  • The spell needs to be cast at a particular place and/or time.
  • -
  • You need to use magic as part of the ritual, perhaps to summon a monster, communicate with something, or bar the portal you opened.
  • -
  • It will have a specific side-effect or danger.
  • -
If you meet the requirements, then the magic takes effect. -
-
-
- -
- -
-
- - -
+ Use Magic + +
+
+ When you use magic, say what you're trying to achieve and how you do the spell, then roll +Weird. + On a 10+, the magic works without issues: choose your effect. + On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has. +
+
+ Advanced Use Magic + (Enabled) +
Advanced: On a 12+ the Keeper will offer you some added benefit.
+
+ +
+ Effects +
+
    +
  • Inflict harm (1-harm ignore-armour magic obvious).
  • +
  • Enchant a weapon. It gets +1 harm and +magic.
  • +
  • Do one thing that is beyond human limitations.
  • +
  • Bar a place or portal to a specific person or a type of creature.
  • +
  • Trap a specific person, minion, or monster.
  • +
  • Banish a spirit or curse from the person, object, or place it inhabits.
  • +
  • Summon a monster into the world.
  • +
  • Communicate with something that you do not share a language with.
  • +
  • Observe another place or time.
  • +
  • Heal 1-harm from an injury, or cure a disease, or neutralize a poison.
  • +
+
+
+
+ Effects +
+
+
+
+ Glitches +
+
    +
  • The effect is weakened.
  • +
  • The effect is of short duration.
  • +
  • You take 1-harm ignore-armour.
  • +
  • The magic draws immediate, unwelcome attention.
  • +
  • It has a problematic side effect.
  • +
+
+
+
+ The Keeper May Say That... +
+
    +
  • The spell requires weird materials.
  • +
  • The spell will take 10 seconds, 30 seconds, or 1 minute to cast.
  • +
  • The spell requires ritual chanting and gestures.
  • +
  • The spell requires you to draw arcane symbols.
  • +
  • You need one or two people to help cast the spell.
  • +
  • You need to refer to a tome of magic for the details.
  • +
+
+
+
+ The Keeper May Say That... +
+
-
- - -
-
+
+
+ Big Magic +
+ Use this when you want more than the Use Magic effects. Tell the Keeper what you want to do. + The Keeper may require: +
    +
  • You need to spend a lot of time (days or weeks) researching the magic ritual.
  • +
  • You need to experiment with the spell – there will be lots of failures before you get it right.
  • +
  • You need some rare and weird ingredients and supplies.
  • +
  • The spell will take a long time (hours or days) to cast.
  • +
  • You need a lot of people (2, 3, 7, 13, or more) to help.
  • +
  • The spell needs to be cast at a particular place and/or time.
  • +
  • You need to use magic as part of the ritual, perhaps to summon a monster, communicate with something, or bar the portal you opened.
  • +
  • It will have a specific side-effect or danger.
  • +
If you meet the requirements, then the magic takes effect.
-
- -
+
+
+ +
+ +
+
+ + +
+
+
+
+ + +
+
+
+
+ +
+
+
diff --git a/Monster of the Week Official/translation.json b/Monster of the Week Official/translation.json index de8557f5df..5a5d129091 100644 --- a/Monster of the Week Official/translation.json +++ b/Monster of the Week Official/translation.json @@ -1811,6 +1811,7 @@ "(Turn on to add the non-lethal gear options from Codex of Worlds to your playbook’s Gear section.)": "(Turn on to add the non-lethal gear options from Codex of Worlds to your playbook’s Gear section.)", "Hunter Stories": "Hunter Stories", "(Turn on to add an area for tracking Hunter Stories from the Hunter’s Journal.)": "(Turn on to add an area for tracking Hunter Stories from the Hunter’s Journal.)", + "Basic Hunter Moves": "Basic Hunter Moves", "Ambush": "Ambush", "When you launch a surprise attack or unleash a trap, inflict harm as established.": "When you launch a surprise attack or unleash a trap, inflict harm as established.", "Crafting": "Crafting",