Roll payout for each tabled opportunity (tells you stacks as well as size/difficulty). For a claim score, stacks payout is halved (but not half the difficulty).",
+ "2_roll_for_payouts": "2. ROLL FOR POTENTIAL PAYOUTS",
+ "3_choose_blurb": "Once you’ve chosen the score, flashback to arranging this score with the client. Gather information if you want, then decide an approach and opening gambit.",
+ "3_choose_next_score": "3. CHOOSE NEXT SCORE",
+ "Tenacity": "Tenacity",
"a_2nd_pistol": "x2",
"a_blade_or_two": "A Blade or Two",
"a_blade_or_two_description": "Perhaps you carry a butterfly knife. Or a big military-issue combat knife. Or a heavy butcher’s cleaver. Or a machete.",
"a_consequence": "a consequence",
"a_large_weapon": "Electro-Blade",
"a_large_weapon_description": "A broad, heavy blade with a plasmoleum-powered device built into the hilt. If the sharpened edge doesn’t finish them, the explosive release of electricity will. ",
- "handcannon": "Handcannon",
- "handcannon_description": "A heavy, large-bore handgun that hits like a sledgehammer. Loud. Slow to reload.",
"ability_description": "Ability description",
"ability_name": "Ability Name",
"add_abilities": "Add abilities",
@@ -17,28 +22,42 @@
"add_items": "Add items",
"add_type": "Add Type: 2",
"add_upgrades": "Add upgrades",
+ "advanced_visual_sensors": "Advanced Visual Sensors",
+ "advanced_visual_sensors_description": "Your eyes can switch to various visual modes, including night vision, heat vision, and ultra-zoom.",
"alcahest": "Alcahest",
"alchemicals": "Alchemicals",
"alias": "Alias",
- "pumpaction_alleygun": "Pump-Action Scattergun",
- "pumpaction_alleygun_description": "A simple but very effective firearm that delivers blasts of shot over short distances. Developed for use in the narrow streets and cramped alleyways of modern cities. ",
+ "alluvium": "Alluvium",
"an_upgrade": "An upgrade",
- "paranormal_implements": "Paranormal Implements",
- "paranormal_implements_description": "A resonance gauge for monitoring resonance field activity. Infrared thermometer. Echo frequency scanner. A small mirror. A vial of ultraplasm. A portable echo containment unit. A resonance disruptor. Safety goggles and gloves. ",
+ "anger": "Anger",
+ "anti_sparktech_grenade": "Anti-sparktech pulse grenade",
+ "arclighter": "Arclighter",
+ "arclighter_description": "A handheld tool that carries a small reserve of plasmoleum. A flick of the thumb produces a small arc of crackling energy, and with a twist of the dial it turns into a steady beam of light. Used as a flashlight, cigarette lighter, welding torch, or for anything from supercharging firearm rounds, overloading electronic systems, or even jamming into a knife’s hilt to jury-rig a quick electro-blade.",
"armor": "Armor",
"armor_description": "Layers of impact-resistant fabric combined with areas of rigid plate. Bulky and uncomfortable, but offers unparalleled protection.",
"armor_uses": "Resources",
- "hit_squad": "Hit Squad",
"assault": "Assault",
"assist_a_teammate": "Assist a teammate",
"attune": "Attune",
"attune_description": "Attune to spirits and the ghost field; channel electroplasmic energy; perceive and communicate with ghosts; understand spectrology.",
"autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:",
"autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:",
+ "autopod_style": "Style (Velvet or leather upholstery, wood detailing, chrome finish, racing stripe, etc)",
"background": "Background",
"background_info": "LEARNED / UNDERWORLD / PERFORMER / TRADE / PROFESSIONAL / ARISTOCRAT / MILITARY / LABOR",
+ "backing_faction_help": "Backing Faction Help",
+ "backing_faction_help_blurb": "Each type of help can be called on once per gameplay cycle (crew business then personal business). Check it off when you use it. At the end of the gameplay cycle, make a fortune roll to see if they ask for a favor in return.",
+ "backinghelp_1": "Assist on your action roll, as if they were a teammate (+1d).",
+ "backinghelp_2": "Increase effect on your action roll, as though you pushed yourself",
+ "backinghelp_3": "Resist or dismiss unwanted consequences, if it’s within their powers.",
+ "backinghelp_4": "Loan you equipment of their tier level in quality.",
+ "backinghelp_4b": "Increase result level on a downtime activity roll.",
+ "backinghelp_5": "Share relevant intel with you; make a gather information fortune roll with dice equal to their tier.",
+ "backinghelp_6": "Give you a 1 stack reward when handing over information of interest to them.",
+ "backinghelp_7": "Intervene with another faction on your behalf, if it’s within their powers.",
"bandoliers": "Bandoliers",
"bestial": "Bestial",
+ "big_air": "Big Air: Launching a vehicle into the air across a surprising distance with any improvised ramp.",
"binding_oil": "Binding Oil",
"boat": "Boat",
"boat_carriage_other": "Boat — Carriage — Other",
@@ -47,231 +66,237 @@
"bonus_die": "Bonus Die",
"bonusdice": "Bonus dice",
"bound": "Bound",
- "militants": "Militants",
"broken": "Broken",
"burglary_gear": "Burglary Gear",
"burglary_gear_description": "A set of lockpicks. A small pry-bar. Cannister of lubricant to silence squeaky hinges. A spool of high-tensile wire and a set of powerful magnets. A small pouch of fine sand. A glasscutter.",
"carriage": "Van",
"chaotic": "Chaotic",
"character_mode": "Character Mode",
+ "chase_down_bad": "Chase Down Something Bad",
+ "chase_down_bad_blurb": "Something or someone dangerous came here from your time, and you followed to stop them.",
+ "chasing_bad_1": "1. Who are you chasing?",
+ "chasing_bad_2": "2. What did they do in the future?",
+ "chasing_bad_3": "3. Why did you choose this crew?",
+ "chasing_bad_4": "4. Why did the enemy come here?",
"chat_image": "Image to show alongside chat rolls",
"choose_2_features": "choose 2 features",
"choose_3_functions": "choose 3 functions",
+ "choose_one": "Choose one to start with",
+ "claim_abandoned_lab": "Abandoned Lab",
+ "claim_abandoned_lab_description": "+1d to Attune on-site",
"claim_above_the_law": "Above\nthe Law",
"claim_above_the_law_description": "-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_airship": "Airship",
+ "claim_airship_description": "Once per personal business, take 1 Heat to gain 3 units",
"claim_ancient_altar": "Ancient Altar",
"claim_ancient_altar_description": "+1d engagement for paranormal approaches",
- "claim_weird_old_gate": "Weird Old Gate",
"claim_ancient_gate": "Ancient Gate",
"claim_ancient_gate_description": "Safe passage out of the Bubble",
- "claim_the_obelisk": "Figurehead",
- "claim_the_obelisk_description": "NPC can take the fall to remove 3 Wanted Levels",
+ "claim_ancient_tomes": "Ancient Tomes",
+ "claim_ancient_tomes_description": "+2d engagement for Reality Tear score",
"claim_ancient_tower": "Ancient Tower",
"claim_ancient_tower_description": "+1d to Consort w/ resonance entities on-site",
- "claim_hostel": "Hostel",
- "claim_hostel_description": "+1 scale for your Muscle cohorts",
- "claim_luxury_retreat": "Luxury Retreat",
- "claim_luxury_retreat_description": "+1 scale for your Egghead cohorts",
- "claim_popular_support": "Popular Support",
- "claim_popular_support_description": "+1d engagement for stealth approaches",
- "claim_paid_off_bluecoats": "Paid-Off Bluecoats",
- "claim_paid_off_bluecoats_description": "-2 Heat per score",
+ "claim_bets_placed": "Bets Placed",
+ "claim_bets_placed_description": "+5 bonus stacks for Deathlands Race score",
+ "claim_big_street_race": "Big Street Race",
+ "claim_big_street_race_description": "Tier 3 opponents, 15 stacks (one-off opportunity)",
"claim_bluecoat_intimidation": "Bluecoat\nIntimidation",
"claim_bluecoat_intimidation_description": "-2 heat per score",
+ "claim_branding": "Branding",
+ "claim_branding_description": "+1d engagement roll for social plans, +2 stacks for bulk sale or supply",
"claim_catacombs": "\nCatacombs",
"claim_catacombs_description": "+1d to Study or\nTinker on site",
+ "claim_catalyst_action": "Catalyst Action",
+ "claim_catalyst_action_description": "Tier 4 target, creates new Tier 2 faction (+2 status)",
+ "claim_chop_shop": "Chop Shop",
+ "claim_chop_shop_description": "(Tier roll) - Heat = stacks in downtime",
"claim_city_records": "City Records",
"claim_city_records_description": "+1d engagement for stealth approaches",
- "claim_secret_pathways": "Secret Pathways",
- "claim_secret_pathways_description": "+1d engagement for stealth plans",
+ "claim_citywide": "City-Wide",
+ "claim_citywide_description": "All turf generates +1 stack when moving units",
+ "claim_clock_the_routine": "Clock the Routine",
+ "claim_clock_the_routine_description": "3 free flashbacks during Legendary Target score",
"claim_cloister": "Cloister",
"claim_cloister_description": "+1 scale for your\nAdepts cohorts",
+ "claim_convoy": "Convoy",
+ "claim_convoy_description": "Your cohorts have their own vehicles",
"claim_cover_identities": "Cover Identities",
"claim_cover_identities_description": "+1d engagement for deception and social approaches",
"claim_cover_operation": "Cover Operation",
"claim_cover_operation_description": "-2 Heat per score",
+ "claim_cover_story": "Cover Story",
+ "claim_cover_story_description": "+2d engagement for Checkmate score",
"claim_covert_drops": "Covert Drops",
"claim_covert_drops_description": "+2 coin for espionage\nor sabotage",
- "claim_defiant_citizens": "Defiant\nCitizens",
- "claim_defiant_citizens_description": "Large gang who\nwill fight for you",
- "claim_doskvol's_most_wanted": "Doskvol's\nMost Wanted",
- "claim_doskvol's_most_wanted_description": "+2 rep on scores\nagainst the law",
- "claim_drug_den": "Drug Den",
- "claim_drug_den_description": "(Tier roll) - Heat = stacks in downtime",
- "claim_vip_lounge": "VIP Lounge",
- "claim_vip_lounge_description": "+2 stacks from high-class clients",
"claim_covert_funding": "Covert Funding",
"claim_covert_funding_description": "+2 stacks for sabotage or assassination",
+ "claim_critical_strike": "Critical Strike",
+ "claim_critical_strike_description": "Tier 5 target, target drops 2 Tiers",
+ "claim_deathlands_race": "Deathlands Race",
+ "claim_deathlands_race_description": "Tier 4 opponents, 10 Rep, 15 stacks (one-off opportunity)",
+ "claim_defiant_citizens": "Defiant\nCitizens",
+ "claim_defiant_citizens_description": "Large gang who\nwill fight for you",
+ "claim_detailed_map": "Detailed Map",
+ "claim_detailed_map_description": "+2d engagement for Legendary Target score",
+ "claim_dispensary": "Dispensary",
+ "claim_dispensary_description": "+1d to healing rolls",
+ "claim_dive_bar": "Dive Bar",
+ "claim_dive_bar_description": "+2 stacks from lower-class clients",
+ "claim_donations": "Donations",
+ "claim_donations2": "Donations",
+ "claim_donations2_description": "+2 stacks for paranormal operations",
+ "claim_donations_description": "+2 stacks for battle or demonstration",
+ "claim_doskvol's_most_wanted": "Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description": "+2 rep on scores\nagainst the law",
+ "claim_double_contract": "Double Contract",
+ "claim_double_contract_description": "Legendary Target includes second hit, for +10 bonus stacks",
+ "claim_double_jackpot": "Interested Party",
+ "claim_double_jackpot_description": "Checkmate score earns +10 bonus stacks",
+ "claim_drug_den": "Drug Den",
+ "claim_drug_den_description": "(Tier roll) - Heat = stacks in downtime",
+ "claim_elusive_target": "Elusive Target",
+ "claim_elusive_target_description": "Tier 4 target, +5 bonus Rep (one-off opportunity)",
+ "claim_expropriation": "Expropriation",
+ "claim_expropriation_description": "Critical Strike score includes +10 bonus stacks",
"claim_fierce_allies": "\nFierce Allies",
"claim_fierce_allies_description": "All your experts\nare loyal",
"claim_fighting_pits": "Fighting Pits",
"claim_fighting_pits_description": "(Tier roll) - Heat = stacks in downtime",
- "claim_dive_bar": "Dive Bar",
- "claim_dive_bar_description": "+2 stacks from lower-class clients",
- "claim_convoy": "Convoy",
- "claim_convoy_description": "Your cohorts have their own vehicles",
- "claim_lounge_bar": "Lounge Bar",
- "claim_lounge_bar_description": "+1d to Consort and Sway on-site",
- "claim_gambling_hall": "Gambling Hall",
- "claim_gambling_hall_description": "(Tier roll) - Heat = stacks in downtime",
+ "claim_friendly_ink_rake": "Friendly Ink Rake",
+ "claim_friendly_ink_rake_description": "+1 Rep per score",
"claim_gambling_den": "Gambling Den",
"claim_gambling_den_description": "(Tier roll) - Heat = stacks in downtime",
+ "claim_gambling_hall": "Gambling Hall",
+ "claim_gambling_hall_description": "(Tier roll) - Heat = stacks in downtime",
+ "claim_grassroot_support": "Grassroot Support",
+ "claim_grassroot_support_description": "New faction from Catalyst Action score will be +3 status",
"claim_hagfish_farm": "Hagfish Farm",
"claim_hagfish_farm_description": "Body disposal, +1d to reduce Heat after killing",
"claim_hidden_paths": "\nHidden Paths",
"claim_hidden_paths_description": "+1d to Prowl back\nto your lair",
- "claim_dispensary": "Dispensary",
- "claim_natural_healer": "Natural Healer",
- "claim_dispensary_description": "+1d to healing rolls",
+ "claim_high_stakes_game": "High-Stakes Game",
+ "claim_high_stakes_game_description": "(Tier roll) - Heat = stacks in downtime",
+ "claim_hostel": "Hostel",
+ "claim_hostel_description": "+1 scale for your Muscle cohorts",
"claim_informants": "Informants",
"claim_informants_description": "+1d to gather info for scores",
+ "claim_inside_mark": "Inside Mark",
+ "claim_inside_mark_description": "Target for Checkmate counts as -1 Tier for that score",
+ "claim_interested_party": "Interested Party",
+ "claim_interested_party_description": "Reality Tear score includes +6 bonus stacks",
"claim_interview_room": "\"Interview Room\"",
"claim_interview_room_description": "+1d to Command and Sway on-site",
- "claim_luxury_venue": "Luxury Venue",
- "claim_luxury_venue_description": "+1d to Consort and Sway on-site",
+ "claim_jackpot": "Critical Move",
+ "claim_jackpot_description": "Tier 4 target, 15 stacks, +4 ticks on any clock (one-off opportunity)",
+ "claim_key_conspirator": "Key Conspirator",
+ "claim_key_conspirator_description": "+2d engagement for Critical Strike score",
+ "claim_key_influencer": "Key Influencer",
+ "claim_key_influencer_description": "All turf generates +1 stack when moving units",
+ "claim_legendary_target": "Legendary Target",
+ "claim_legendary_target_description": "Tier 5 target, 15 Rep, 10 stacks (one-off opportunity)",
+ "claim_local_fiends": "Local Fiends",
+ "claim_local_fiends_description": "All turf generates +1 stack when moving units",
"claim_local_graft": "Local Graft",
"claim_local_graft_description": "+2 coin for\nshow of force or\nsocialize",
"claim_local_heroes": "\nLocal Heroes",
"claim_local_heroes_description": "+1d to indulge\nvice",
+ "claim_local_supplier": "Local Supplier",
+ "claim_local_supplier_description": "Once per personal business, take 1 Heat to gain 1 unit",
"claim_lookouts": "Lookouts",
"claim_lookouts_description": "+1d to Survey or\nHunt on your turf",
+ "claim_lounge_bar": "Lounge Bar",
+ "claim_lounge_bar_description": "+1d to Consort and Sway on-site",
"claim_loyal_fence": "Loyal Fence",
"claim_loyal_fence_description": "+2 stacks for smuggling or hijacking",
"claim_luxury_fence": "Specialist Fence",
"claim_luxury_fence_description": "+2 stacks for heists or subterfuge",
- "claim_shadowy_fixer": "Covert Fixer",
- "claim_shadowy_fixer_description": "+2 stacks for surveillance or sabotage",
+ "claim_luxury_retreat": "Luxury Retreat",
+ "claim_luxury_retreat_description": "+1 scale for your Egghead cohorts",
+ "claim_luxury_venue": "Luxury Venue",
+ "claim_luxury_venue2": "Luxury Venue",
+ "claim_luxury_venue2_description": "+1d to Consort and Sway on-site, +2 stacks for social intrigue",
+ "claim_luxury_venue_description": "+1d to Consort and Sway on-site",
+ "claim_manufacturer": "Manufacturer",
+ "claim_manufacturer_description": "Once per personal business, take 1 Heat to gain 2 units",
+ "claim_meeting_hall": "Meeting Hall",
+ "claim_meeting_hall_description": "+1d to Consort and Sway on-site",
+ "claim_money_laundering": "Money Laundering",
+ "claim_money_laundering_description": "Take -3 Heat from gaining/moving units, every personal business",
+ "claim_monopoly": "Monopoly",
+ "claim_monopoly_description": "Tier 5 target, all Turf can move 2 units per downtime for the same Heat",
+ "claim_natural_healer": "Natural Healer",
+ "claim_notable_skeptic": "Notable Skeptic",
+ "claim_notable_skeptic_description": "Successful Reality Tear score includes +4 Rep",
"claim_offertory": "Offertory",
"claim_offertory_description": "+2 coin for occult\noperations",
+ "claim_paid_off_bluecoats": "Paid-Off Bluecoats",
+ "claim_paid_off_bluecoats_description": "-2 Heat per score",
"claim_personal_clothier": "Personal\nClothier",
"claim_personal_clothier_description": "+1d engagement\nroll for social plans",
+ "claim_popular_support": "Popular Support",
+ "claim_popular_support_description": "+1d engagement for stealth approaches",
"claim_protection_racket": "Protection Racket",
"claim_protection_racket_description": "(Tier roll) - Heat = stacks in downtime",
- "claim_wellness_class": "Wellness Class",
- "claim_wellness_class_description": "(Tier roll) - Heat = stacks in downtime",
"claim_publicity": "\nPublicity",
"claim_publicity_description": "+2 rep on\ntakedown scores",
+ "claim_reality_shift": "Reality Shift",
+ "claim_reality_shift_description": "Tier 4 target, creates new major anomaly (one-off opportunity)",
+ "claim_reality_tear": "Reality Tear",
+ "claim_reality_tear_description": "Tier 5 target, creates new mega anomaly",
"claim_sacred_nexus": "Sacred Nexus",
"claim_sacred_nexus_description": "+1d to healing\nrolls",
"claim_sanctuary": "Sanctuary",
"claim_sanctuary_description": "+1d to Command\nand Sway on site",
- "claim_meeting_hall": "Meeting Hall",
- "claim_meeting_hall_description": "+1d to Consort and Sway on-site",
- "claim_temple": "Temple",
- "claim_temple_description": "+1d to Command and Sway on-site",
+ "claim_secret_caches": "Secret Caches",
+ "claim_secret_caches_description": "Stockpiles give you +1d to Acquire Asset rolls",
+ "claim_secret_hit": "Secret Hit",
+ "claim_secret_hit_description": "Take out a target during Deathlands Race score for +10 bonus stacks",
+ "claim_secret_pathways": "Secret Pathways",
+ "claim_secret_pathways_description": "+1d engagement for stealth plans",
"claim_secret_routes": "Secret Routes",
"claim_secret_routes_description": "+1d engagement for speed approaches",
- "claim_high_stakes_game": "High-Stakes Game",
- "claim_high_stakes_game_description": "(Tier roll) - Heat = stacks in downtime",
- "claim_abandoned_lab": "Abandoned Lab",
- "claim_abandoned_lab_description": "+1d to Attune on-site",
+ "claim_shadowy_fixer": "Covert Fixer",
+ "claim_shadowy_fixer_description": "+2 stacks for surveillance or sabotage",
+ "claim_shady_hotel": "Shady Hotel",
+ "claim_shady_hotel_description": "+1 scale for your Infiltrator cohorts",
+ "claim_smuggler": "Smuggler",
+ "claim_smuggler_description": "Once per personal business, take 1 Heat to gain 2 units",
+ "claim_social_clubs": "Social Clubs",
+ "claim_social_clubs_description": "(Tier roll) - Heat = stacks in downtime",
"claim_street_fence": "Street Fence",
"claim_street_fence_description": "+2 coin for lower-\nclass targets",
"claim_surplus_caches": "Surplus Caches",
"claim_surplus_caches_description": "+2 coin for product\nsale or supply",
"claim_tavern": "Tavern",
"claim_tavern_description": "+1d to Consort\nand Sway on site",
- "claim_donations": "Donations",
- "claim_donations_description": "+2 stacks for battle or demonstration",
- "claim_donations2": "Donations",
- "claim_donations2_description": "+2 stacks for paranormal operations",
- "claim_the_hookup": "The Hookup",
- "claim_the_hookup_description": "Smugglers, +1d to\nacquire asets",
- "claim_shady_hotel": "Shady Hotel",
- "claim_shady_hotel_description": "+1 scale for your Infiltrator cohorts",
- "claim_turf": "Turf",
- "claim_turf_militants_description": "Add new preferred operation",
- "claim_turf_dealers_description": "1 unit can be moved for 1 stack in personal business (take 1 Heat)",
- "claim_turf_description": "Expand hunting grounds and add new preferred operation",
- "claim_turf_racers_description": "Expand local circuit and add new preferred operation",
- "claim_social_clubs": "Social Clubs",
- "claim_social_clubs_description": "(Tier roll) - Heat = stacks in downtime",
- "claim_chop_shop": "Chop Shop",
- "claim_chop_shop_description": "(Tier roll) - Heat = stacks in downtime",
- "claim_friendly_ink_rake": "Friendly Ink Rake",
- "claim_friendly_ink_rake_description": "+1 Rep per score",
- "claim_vip_status": "Slush Fund",
- "claim_vip_status_description": "+1d to Acquire Asset rolls",
- "claim_secret_caches": "Secret Caches",
- "claim_secret_caches_description": "Stockpiles give you +1d to Acquire Asset rolls",
- "claim_warehouse": "Warehouse",
- "claim_warehouse_description": "Stockpiles give you +1d to Acquire Asset rolls",
- "claim_legendary_target": "Legendary Target",
- "claim_legendary_target_description": "Tier 5 target, 15 Rep, 10 stacks (one-off opportunity)",
- "claim_double_contract": "Double Contract",
- "claim_double_contract_description": "Legendary Target includes second hit, for +10 bonus stacks",
- "claim_detailed_map": "Detailed Map",
- "claim_detailed_map_description": "+2d engagement for Legendary Target score",
- "claim_elusive_target": "Elusive Target",
- "claim_elusive_target_description": "Tier 4 target, +5 bonus Rep (one-off opportunity)",
- "claim_clock_the_routine": "Clock the Routine",
- "claim_clock_the_routine_description": "3 free flashbacks during Legendary Target score",
- "claim_critical_strike": "Critical Strike",
- "claim_critical_strike_description": "Tier 5 target, target drops 2 Tiers",
- "claim_expropriation": "Expropriation",
- "claim_expropriation_description": "Critical Strike score includes +10 bonus stacks",
- "claim_catalyst_action": "Catalyst Action",
- "claim_catalyst_action_description": "Tier 4 target, creates new Tier 2 faction (+2 status)",
- "claim_key_conspirator": "Key Conspirator",
- "claim_key_conspirator_description": "+2d engagement for Critical Strike score",
- "claim_grassroot_support": "Grassroot Support",
- "claim_grassroot_support_description": "New faction from Catalyst Action score will be +3 status",
+ "claim_temple": "Temple",
+ "claim_temple_description": "+1d to Command and Sway on-site",
"claim_the_big_score": "Checkmate",
"claim_the_big_score_description": "Tier 5 target, 30 stacks, complete any clock (one-off opportunity)",
- "claim_inside_mark": "Inside Mark",
- "claim_inside_mark_description": "Target for Checkmate counts as -1 Tier for that score",
- "claim_double_jackpot": "Interested Party",
- "claim_double_jackpot_description": "Checkmate score earns +10 bonus stacks",
- "claim_cover_story": "Cover Story",
- "claim_cover_story_description": "+2d engagement for Checkmate score",
- "claim_jackpot": "Critical Move",
- "claim_jackpot_description": "Tier 4 target, 15 stacks, +4 ticks on any clock (one-off opportunity)",
- "claim_reality_shift": "Reality Shift",
- "claim_reality_shift_description": "Tier 4 target, creates new major anomaly (one-off opportunity)",
- "claim_ancient_tomes": "Ancient Tomes",
- "claim_ancient_tomes_description": "+2d engagement for Reality Tear score",
- "claim_notable_skeptic": "Notable Skeptic",
- "claim_notable_skeptic_description": "Successful Reality Tear score includes +4 Rep",
- "claim_reality_tear": "Reality Tear",
- "claim_reality_tear_description": "Tier 5 target, creates new mega anomaly",
- "claim_interested_party": "Interested Party",
- "claim_interested_party_description": "Reality Tear score includes +6 bonus stacks",
- "claim_local_supplier": "Local Supplier",
- "claim_local_supplier_description": "Once per personal business, take 1 Heat to gain 1 unit",
- "claim_smuggler": "Smuggler",
- "claim_smuggler_description": "Once per personal business, take 1 Heat to gain 2 units",
- "claim_manufacturer": "Manufacturer",
- "claim_manufacturer_description": "Once per personal business, take 1 Heat to gain 2 units",
- "claim_airship": "Airship",
- "claim_airship_description": "Once per personal business, take 1 Heat to gain 3 units",
- "claim_local_fiends": "Local Fiends",
- "claim_local_fiends_description": "All turf generates +1 stack when moving units",
- "claim_citywide": "City-Wide",
- "claim_citywide_description": "All turf generates +1 stack when moving units",
- "claim_luxury_venue2": "Luxury Venue",
- "claim_luxury_venue2_description": "+1d to Consort and Sway on-site, +2 stacks for social intrigue",
- "claim_key_influencer": "Key Influencer",
- "claim_key_influencer_description": "All turf generates +1 stack when moving units",
- "claim_vip_clients": "VIP Clients",
- "claim_vip_clients_description": "All turf generates +1 stack when moving units",
- "claim_branding": "Branding",
- "claim_branding_description": "+1d engagement roll for social plans, +2 stacks for bulk sale or supply",
- "claim_money_laundering": "Money Laundering",
- "claim_money_laundering_description": "Take -3 Heat from gaining/moving units, every personal business",
+ "claim_the_hookup": "The Hookup",
+ "claim_the_hookup_description": "Smugglers, +1d to\nacquire asets",
+ "claim_the_obelisk": "Figurehead",
+ "claim_the_obelisk_description": "NPC can take the fall to remove 3 Wanted Levels",
"claim_top_secret_intel": "Top Secret Intel",
"claim_top_secret_intel_description": "+2d engagement for Monopoly score",
- "claim_monopoly": "Monopoly",
- "claim_monopoly_description": "Tier 5 target, all Turf can move 2 units per downtime for the same Heat",
+ "claim_turf": "Turf",
+ "claim_turf_dealers_description": "1 unit can be moved for 1 stack in personal business (take 1 Heat)",
+ "claim_turf_description": "Expand hunting grounds and add new preferred operation",
+ "claim_turf_militants_description": "Add new preferred operation",
+ "claim_turf_racers_description": "Expand local circuit and add new preferred operation",
+ "claim_vip_clients": "VIP Clients",
+ "claim_vip_clients_description": "All turf generates +1 stack when moving units",
+ "claim_vip_lounge": "VIP Lounge",
+ "claim_vip_lounge_description": "+2 stacks from high-class clients",
+ "claim_vip_status": "Slush Fund",
+ "claim_vip_status_description": "+1d to Acquire Asset rolls",
+ "claim_warehouse": "Warehouse",
+ "claim_warehouse_description": "Stockpiles give you +1d to Acquire Asset rolls",
+ "claim_weird_old_gate": "Weird Old Gate",
"claim_weird_old_maps": "Weird Old Maps",
"claim_weird_old_maps_description": "+2d engagement for Deathlands Race score",
- "claim_deathlands_race": "Deathlands Race",
- "claim_deathlands_race_description": "Tier 4 opponents, 10 Rep, 15 stacks (one-off opportunity)",
- "claim_secret_hit": "Secret Hit",
- "claim_secret_hit_description": "Take out a target during Deathlands Race score for +10 bonus stacks",
- "claim_big_street_race": "Big Street Race",
- "claim_big_street_race_description": "Tier 3 opponents, 15 stacks (one-off opportunity)",
- "claim_bets_placed": "Bets Placed",
- "claim_bets_placed_description": "+5 bonus stacks for Deathlands Race score",
+ "claim_wellness_class": "Wellness Class",
+ "claim_wellness_class_description": "(Tier roll) - Heat = stacks in downtime",
"clanking": "Clanking",
"climbing_gear": "Climbing Gear",
"climbing_gear_description": "A large coil of nylon rope. Grappling hooks. A small pouch of chalk dust. A climbing harness with loops and carabiners. A set of steel pitons and a small mallet. Suction cups.",
@@ -285,49 +310,99 @@
"cold": "Cold",
"command": "Command",
"command_description": "Command obedience with your force of personality; intimidate or threaten; lead an action with one of the crew's gangs.",
+ "competitive_advantages": "Competitive Advantages (start from left)",
"consequence": "Consequence",
"consort": "Consort",
"consort_description": "Consort with connections from your heritage, background, friends, or rivals to gain access to resources, information, people, or places.",
"contact_name": "Contact name",
"contacts": "Contacts",
"controlled": "Controlled",
+ "coolant_gel_grenade": "Coolant gel grenade",
"crew": "Crew",
+ "crew_ability_absolute_commitment": "Absolute Commitment",
+ "crew_ability_absolute_commitment_dc_action_description": "You have all sworn solemn vows of service to the cause. You get +1d when you push yourself to avoid or reduce a consequence.",
+ "crew_ability_absolute_commitment_description": "You have all sworn solemn vows of service to the cause. You get +1d to resistance rolls.",
"crew_ability_accord": "Accord",
"crew_ability_accord_description": "Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
"crew_ability_all_hands": "All Hands",
"crew_ability_all_hands_description": "During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_altered_states": "Altered States",
+ "crew_ability_altered_states_dc_action_description": "Each PC gains an additional vice: Ritual Hedonism. When you indulge this vice, you can't overindulge and you gain 1 Edge. In addition, your ecstatic visions of the future mean you can perform one flashback for free.",
+ "crew_ability_altered_states_description": "Each PC gains an additional vice: Ritual Hedonism. When you indulge this vice, you don't overindulge if you clear excess Stress. In addition, your ecstatic visions of the future mean you can perform one flashback for free.",
"crew_ability_anointed": "Anointed",
"crew_ability_anointed_description": "You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
"crew_ability_as_good_as_your_word": "As Good as Your Word",
"crew_ability_as_good_as_your_word_description": "You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
"crew_ability_avengers": "Avengers",
"crew_ability_avengers_description": "Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_benefactor": "Benefactor",
+ "crew_ability_benefactor_dc_downtime_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. They also count as turf. Who is your patron? Why do they help you?",
+ "crew_ability_benefactor_description": "When you take this ability, the crew immediately receives 4 stacks. Whenever you advance your Tier, it costs half the stacks it normally would. Who’s backing you? Why do they help you?",
+ "crew_ability_best_intentions": "Best Intentions",
+ "crew_ability_best_intentions_description": "If every PC vows not to kill anyone before a score, take +1d to the engagement roll. The first time each PC takes an action that might kill someone if it’s successful (whether intentional by the PC or not), they take +1d and potency. If you all keep the vow, the crew marks 1 xp.",
+ "crew_ability_black_bag_operations": "Black Bag Operations",
+ "crew_ability_black_bag_operations_dc_downtime_description": "When you execute a clandestine infiltration, you get +1d to the engagement roll. You may attempt to install surveillance equipment during a score on any faction’s turf. So long as the wire remains in place, take +1 tick when you work on an investigation project related to that faction. The GM may make a fortune roll with the faction’s Tier to see if they notice the bug and remove it during personal business.",
+ "crew_ability_black_bag_operations_description": "When you execute a clandestine infiltration, you get +1d to the engagement roll. You may attempt to install surveillance equipment during a score on any faction’s turf. So long as the wire remains in place, take +1d on any future gather information rolls related to that faction. The GM may make a fortune roll with the faction’s Tier to see if they notice the bug and remove it during personal business.",
+ "crew_ability_bleeding_edge": "Bleeding Edge",
+ "crew_ability_bleeding_edge_description": "You have an experimental new product that pays out twice the stacks but generates twice the heat during supply and distribution. Track these units separately. ",
"crew_ability_blood_brothers": "Blood Brothers",
"crew_ability_blood_brothers_description": "When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
"crew_ability_bound_in_darkness": "Bound in Darkness",
"crew_ability_bound_in_darkness_description": "You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_bring_them_in": "Bring Them In",
+ "crew_ability_bring_them_in_description": "As long as you’re not currently fighting them (e.g. you’re at war), you can turn even the most bitter of enemies into family. This requires a long-term project—6 segments to turn them into a crew contact, 10 segments to turn them into a cohort or PC (your choice). If they become a PC, create them as normal, with bonus action dots and abilities each equal to their Tier, and any deadlocks at the GM’s discretion. Their faction’s relationship to your crew does not change.",
+ "crew_ability_cat_and_mouse": "Cat and Mouse",
+ "crew_ability_cat_and_mouse_description": "The GM will tell you about any special Mandates investigating your crew, and put their clocks on the table from now on. You get +2d to the engagement roll against any raids (Mandates or otherwise).",
+ "crew_ability_chameleons": "Chameleons",
+ "crew_ability_chameleons_dc_action_description": "When your opening gambit involves stealth or subterfuge, take +1d to the engagement roll. When you subdue someone and don their outfit, the disguise has increased effect.",
+ "crew_ability_chameleons_description": "Take +1d to the engagement roll for stealth or deception approaches. When you subdue someone and don their outfit, the disguise has increased effect.",
"crew_ability_chosen": "Chosen",
"crew_ability_chosen_description": "Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_cold_storage": "Cold Storage",
+ "crew_ability_cold_storage_dc_action_description": "Take 1 Stress at any time to find a convenient place to hide a body, near to hand.",
+ "crew_ability_cold_storage_description": "Every crew member can always find a convenient place to hide a body near to hand. Take 1 Stress to hide the body in the resonance field instead (it will rematerialize after a few hours).",
+ "crew_ability_commune": "Commune",
+ "crew_ability_commune_description": "You may use teamwork with any crew member, regardless of the distance separating you. By taking 1 Stress, your projected thoughts are heard by every crew member as telepathic communication.",
"crew_ability_conviction": "Conviction",
"crew_ability_conviction_description": "Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make — from now until you indulge this vice again.",
"crew_ability_crow's_veil": "Crow's Veil",
"crew_ability_crow's_veil_description": "Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_custom_ride": "Custom Ride",
+ "crew_ability_custom_ride_description": "Create one of your vehicles (autopod, autocycle, boat, etc.) as a cohort (use 1-2 vehicle edges and an equal number of flaws). Its Quality is equal to your Tier +1. It includes a driver, if needed.",
"crew_ability_dangerous": "Dangerous",
"crew_ability_dangerous_description": "Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
"crew_ability_deadly": "Deadly",
"crew_ability_deadly_description": "Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_dont_forget_the_duffel_bag": "Don't Forget the Duffel Bag",
+ "crew_ability_dont_forget_the_duffel_bag_dc_downtime_description": "Once per score, the crew can flashback to Acquire an item with Quality equal to your Tier +1 without spending Stacks or using a Downtime activity.",
+ "crew_ability_dont_forget_the_duffel_bag_description": "Once per score, the crew can flashback to an Acquire Asset roll with +2d. Both the flashback and the downtime activity are free.",
"crew_ability_door_kickers": "Door Kickers",
"crew_ability_door_kickers_description": "When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_double_blind": "Field Testing",
+ "crew_ability_double_blind_description": "You can prepare a special cut of your product for use during a score. Choose an effect: healing (clear level 1 harm), exhilarating (clear 1 Stress), calming (social potency), enlightening (increase result level on gather information). Each costs 1 unit of product, takes 1 load, and is consumed after use.",
+ "crew_ability_echo_safehouse": "Echo Safe House",
+ "crew_ability_echo_safehouse_description": "The crew has access to a safe house in the resonance field. It can be accessed once per score, from anywhere. The door always returns to the same place it was entered from. Use it as a hiding place, to reequip, repair, or just take a breather. Any PCs who enter gain +1 load. One PC may clear all level 1 harm via emergency medical supplies there. Note that time still passes in the outside world.",
"crew_ability_emberdeath": "Emberdeath",
"crew_ability_emberdeath_description": "Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_enlightened": "Enlightened",
+ "crew_ability_enlightened_dc_action_description": "You get +1d when you push yourself to avoid or reduce a paranormal consequence. Add +1 tick to healing clock when you have paranormal harm.",
+ "crew_ability_enlightened_description": "You get +1d to resistance rolls against paranormal threats and consequences. You get +1d to healing rolls when you have paranormal harm.",
+ "crew_ability_escape_velocity": "Escape Velocity",
+ "crew_ability_escape_velocity_description": "One of the crew’s vehicles is fitted with a device that activates at a specific speed. This requires filling an 8-segment acceleration clock during the score. When the clock is filled and the vehicle hits the target speed, choose an effect: break the laws of gravity—create a tear in reality—travel into the resonance field— travel backward or forward through time.",
"crew_ability_everyone_steals": "Everyone Steals",
"crew_ability_everyone_steals_description": "Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
"crew_ability_favors": "Favors",
"crew_ability_favors_description": "Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
"crew_ability_fiends": "Fiends",
"crew_ability_fiends_description": "Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_first_ones_free": "First One's Free",
+ "crew_ability_first_ones_free_description": "You can give away your product to build Rep during downtime. 1 Rep costs 1 unit.",
+ "crew_ability_for_the_greater_good": "For the Greater Good",
+ "crew_ability_for_the_greater_good_description": "A human sacrifice removes the Stress cost for any paranormal experiment you perform, and such sacrifices performed in your base do not trigger the Death Radar or generate Heat.",
"crew_ability_forged_in_the_fire": "Forged in the Fire",
"crew_ability_forged_in_the_fire_description": "Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_fourth_circle": "-------",
+ "crew_ability_fourth_circle_description": "ONCE YOU HAVE DESCENDED TO THE FINAL CIRCLE, YOU MAY CHOOSE:",
"crew_ability_ghost_echoes": "Ghost Echoes",
"crew_ability_ghost_echoes_description": "From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
"crew_ability_ghost_market": "Ghost Market",
@@ -336,6 +411,8 @@
"crew_ability_ghost_passage_description": "From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
"crew_ability_glory_incarnate": "Glory Incarnate",
"crew_ability_glory_incarnate_description": "Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_guerrillas": "Guerrillas",
+ "crew_ability_guerrillas_description": "When the target of a score is two or more Tier higher than you, take no penalty to the engagement roll, and gain +2 Rep after the score (whether you were successful or not).",
"crew_ability_high_society": "High Society",
"crew_ability_high_society_description": "It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
"crew_ability_hooked": "Hooked",
@@ -344,49 +421,125 @@
"crew_ability_just_passing_through_description": "During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
"crew_ability_leverage": "Leverage",
"crew_ability_leverage_description": "Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_candy": "First Rate",
+ "crew_ability_like_candy_description": "Your merchandise is exquisite. Gain potency when you Sway or Consort with those hooked on your product. When you deal with a crew or faction, the GM will tell you who among them is already hooked (one, a few, many, or all).",
"crew_ability_like_part_of_the_family": "Like Part of the Family",
"crew_ability_like_part_of_the_family_description": "Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_loopers": "Loopers",
+ "crew_ability_loopers_dc_action_description": "Whether intentionally or not, your crew is caught in an anomaly and repeats every day twice. Usually you don't retain memory between loops, but each PC in the crew may jump loops once per day. Take 4 Stress after any Threat roll to roll it again, and take the best result between the two rolls. The second roll uses the exact same number of dice and threats. You can choose to do this after the GM has announced the consequences, but not after you have pushed yourself to reduce any consequences.",
+ "crew_ability_loopers_description": "Your crew is caught in an anomaly, and regularly experiences time loops where events are replayed. Usually you don’t retain memory between loops, but you can jump loops with some effort. Take 4 Stress after any action roll to roll it again, and take the best result between the two rolls. The second roll uses the exact same number of dice (pushes, assists, etc.). You can choose to do this after the GM has announced the consequences, but not after any resistance rolls.",
"crew_ability_misdirection": "Misdirection",
"crew_ability_misdirection_description": "At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
"crew_ability_moral_compass": "Moral Compass",
"crew_ability_moral_compass_description": "Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_mutual_aid": "Mutual Aid",
+ "crew_ability_mutual_aid_description": "You can lend support to one allied faction, and their Tier counts as one higher as long as you do. Your crew gets one free downtime action to work one of that faction’s long-term project clocks, if you wish. You can switch support once per downtime.",
"crew_ability_no_traces": "No Traces",
"crew_ability_no_traces_description": "When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_on_retainer": "On Retainer",
+ "crew_ability_on_retainer_dc_downtime_description": "You have an expert lawyer, with Quality equal to crew Tier + 2. When you take the Reduce Heat downtime action, instead of using faction Status, you can reduce Heat by 1 per lawyer quality. When you take the rap, your Wanted Level counts as one lower for the purposes of sentencing.",
+ "crew_ability_on_retainer_description": "You have an expert lawyer representing your crew. Their Quality is equal to crew Tier +2. When you take the Reduce Heat downtime action, you can have your lawyer roll their Quality instead. When you take the rap, your Wanted Level counts as one lower for the purposes of sentencing.",
+ "crew_ability_on_the_side_of_the_oppressed": "On the Side of the Oppressed",
+ "crew_ability_on_the_side_of_the_oppressed_description": "You loudly and openly oppose the Bluecoats and their authoritarianism. You may count each Wanted Level as if it were turf.",
+ "crew_ability_one_last_job": "One Last Job",
+ "crew_ability_one_last_job_description": "Before a job, any player may declare that this will be their character’s last score. When this is declared, the character clears all stress and gets 3 free downtime actions to use immediately or during flashbacks. Add +1d to the engagement roll. That PC must retire after the score.",
"crew_ability_pack_rats": "Pack Rats",
"crew_ability_pack_rats_description": "Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_paradise_manifest": "Paradise Manifest",
+ "crew_ability_paradise_manifest_description": "When you take this advance, your base and the area around transforms into a small fragment of your utopia, manifest in this reality. Take +2d to the engagement roll for any raids. All crew members gain potency when acting in the base and its surrounds, and all downtime actions conducted in the base get +1 result level. This will attract significant attention from Section 6 and other high-Tier factions.",
"crew_ability_patron": "Patron",
"crew_ability_patron_description": "When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_payment_in_kind": "Payment in Kind",
+ "crew_ability_payment_in_kind_dc_downtime_description": "You can use units to purchase crew upgrades. Units can be used instead of, or in combination with Stacks, one for one.",
+ "crew_ability_payment_in_kind_description": "You can use units to purchase crew upgrades. 1 crew upgrade costs 5 units (so a new cohort would cost 10 units).",
"crew_ability_predators": "Predators",
"crew_ability_predators_description": "When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_professionals": "Professionals",
+ "crew_ability_professionals_dc_downtime_description": "When you take Heat in Downtime, reduce the total by 1. When you end downtime with zero Heat, take +1 Rep.",
+ "crew_ability_professionals_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_pulled_back_in": "Pulled Back In",
+ "crew_ability_pulled_back_in_description": "You can bring a retired PC backwith a 10-step long term project clock (distribute 2 free ticks amongst any such clocks during each downtime). A returning character clears all harm and stress, and 1 deadlock becomes a key again.",
+ "crew_ability_putting_the_band_back_together": "Putting the Band Back Together",
+ "crew_ability_putting_the_band_back_together_description": "When any PC deadlocks, they drop out of the score entirely. Introduce a new character who makes an entrance at any time of your choosing. The character starts with bonus action dots, playbook abilities, full rows of bank, and deadlocks equal to the crew Tier (up to a max of 3). ",
"crew_ability_reavers": "Reavers",
"crew_ability_reavers_description": "When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_remember_the_forgotten": "Remember the Forgotten",
+ "crew_ability_remember_the_forgotten_description": "You can now communicate with the entity who created your Utopian Vision (a “god”?). Tread carefully.",
"crew_ability_renegades": "Renegades",
"crew_ability_renegades_description": "Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_revolutionaries": "Revolutionaries",
+ "crew_ability_revolutionaries_description": "When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
"crew_ability_roots": "Roots",
"crew_ability_roots_description": "During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
"crew_ability_sealed_in_blood": "Sealed in Blood",
"crew_ability_sealed_in_blood_description": "Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_circle": "-------",
+ "crew_ability_second_circle_description": "ONCE YOU HAVE DESCENDED TO THE SECOND CIRCLE, YOU MAY CHOOSE:",
"crew_ability_second_story": "Second Story",
"crew_ability_second_story_description": "When you execute a clandestine infiltration, you get +1d to the engagement roll.",
"crew_ability_silver_tongues": "Silver Tongues",
"crew_ability_silver_tongues_description": "Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_sleepy_time": "Sleepy Time",
+ "crew_ability_sleepy_time_description": "Everyone on the crew adds tranquilizer rounds (0 load, compatible with any firearm) to their playbook items.",
"crew_ability_slippery": "Slippery",
"crew_ability_slippery_description": "When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_speed_demons": "Speed Demons",
+ "crew_ability_speed_demons_description": "When you go into conflict aboard a vehicle, you gain increased effect for vehicle damage and speed. If the vehicle has armor, you can use it for your own protection.",
+ "crew_ability_stunt_riders": "Stunt Riders",
+ "crew_ability_stunt_riders_description": "The first time one of the crew’s signature stunts is performed during a score, take +2d and increased effect. Choose one to start with. The crew masters an additional signature stunt each time you take this ability. You can do any of these stunts even if they’re not a signature, but don’t get bonus dice etc.",
+ "crew_ability_sympathizers": "Sympathizers",
+ "crew_ability_sympathizers_description": "The common citizenry of your home ground, and any turf you hold, are sympathetic to you and your cause. You can consider them allies (status +3). When asked, they will: give you shelter or a place to hide, redirect Bluecoats or other enemies, or give you other aid if they can.",
"crew_ability_synchronized": "Synchronized",
"crew_ability_synchronized_description": "When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_synchronized_watches": "Synchronized Watches",
+ "crew_ability_synchronized_watches_dc_action_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_watches_description": "You may use assists or setup actions with any crew member, regardless of the distance separating you. When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_take_the_shot": "Take the Shot",
+ "crew_ability_take_the_shot_description": "When any PC takes the decisive action to eliminate a key target, they get +1d.",
+ "crew_ability_the_family_takes_a_cut": "The Family Takes a Cut",
+ "crew_ability_the_family_takes_a_cut_description": "Before payout for a smuggling or hijacking score, the crew can skim the goods for +4 stacks. The GM will tick a clock.",
"crew_ability_the_good_stuff": "The Good Stuff",
"crew_ability_the_good_stuff_description": "Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thieves_with_a_code": "Thieves With a Code",
+ "crew_ability_thieves_with_a_code_description": "When you complete a score with no deaths having occurred, gain +1 faction status with the local citizenry.",
+ "crew_ability_third_circle": "-------",
+ "crew_ability_third_circle_description": "ONCE YOU HAVE DESCENDED TO THE THIRD CIRCLE, YOU MAY CHOOSE:",
+ "crew_ability_this_is_fine": "This Is Fine",
+ "crew_ability_this_is_fine_description": "If every PC works together (group action), you can summon a denizen of your Utopian Vision into this reality: a Class V Resonance Entity.",
"crew_ability_thorn_in_your_side": "Thorn in your Side",
"crew_ability_thorn_in_your_side_description": "When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_true_believers": "True Believers",
+ "crew_ability_true_believers_description": "Your cohorts will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the Utopian Vision.",
"crew_ability_uncanny_preparation": "Uncanny Preparation",
"crew_ability_uncanny_preparation_description": "Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_under_the_radar": "Under the Radar",
+ "crew_ability_under_the_radar_dc_downtime_description": "Use a Downtime activity and spend 2 Stacks to consecrate a member of the crew. Until their next Downtime, any killings they commit will be hidden from the Death Radar.",
+ "crew_ability_under_the_radar_description": "When you kill someone during a score, you can take 2 Stress so that it doesn’t count towards Heat afterwards. How does your crew avoid the Death Radar?",
"crew_ability_versatile": "Versatile",
"crew_ability_versatile_description": "Choose a special ability from another crew (can be taken more than once).",
"crew_ability_vipers": "Vipers",
"crew_ability_vipers_description": "When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
"crew_ability_war_dogs": "War Dogs",
"crew_ability_war_dogs_description": "When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_we_no_longer_play_by_your_rules": "We No Longer Play By Your Rules",
+ "crew_ability_we_no_longer_play_by_your_rules_description": "When you take this advance, immediately pick two more advances.",
+ "crew_ability_what_could_possibly_go_wrong": "What Could Possibly Go Wrong",
+ "crew_ability_what_could_possibly_go_wrong_description": "Your crew has shadow twins in the Resonance Field. You may call your doppelgänger into this reality to complete an action for you; they do it with increased effect and no need to roll—treat the result as a crit. Your shadow twin remains in the world and is controlled by the GM from this point forward.",
+ "crew_ability_zeal": "Zeal",
+ "crew_ability_zeal_description": "Every PC gets +1d and potency when they evangelize about the Utopian Vision.",
"crew_advancement": "Crew Advancement",
+ "crew_dealers_contact_0": "Sevoy, a magistrate",
+ "crew_dealers_contact_1": "Vera, an airship pilot",
+ "crew_dealers_contact_2": "Blodgett, a Bluecoat",
+ "crew_dealers_contact_3": "Sloan, a gang boss",
+ "crew_dealers_contact_4": "Marlyn, a party animal",
+ "crew_dealers_contact_5": "Crimson, a fixer",
+ "crew_dealers_description": "Pushers Who Acquire And Sell Illegal Product",
+ "crew_dealers_hunting_grounds_blurb": "Get +1d to gather information rolls and a free downtime activity for preferred operations on your turf. You start with one turf (instead of hunting grounds). ",
+ "crew_dealers_hunting_grounds_description": "Preferred Operations: Show Of Force / Social Intrigue / Bulk Acquisition / Bulk Sale ",
+ "crew_dealers_hunting_grounds_type": "Sales Territory",
+ "crew_dealers_xp_condition": "You completed a successful show of force, social intrigue, bulk acquisition, or bulk sale operation.",
+ "crew_description": "A short crew description",
"crew_hit_squad_contact_0": "Vestine Keel, a crime boss",
"crew_hit_squad_contact_1": "Beesby, a deal broker",
"crew_hit_squad_contact_2": "Tilton, a vengeful aristocrat",
@@ -394,9 +547,9 @@
"crew_hit_squad_contact_4": "Hush, a Reality Warden",
"crew_hit_squad_contact_5": "Yugo Xantara, a powerful CEO",
"crew_hit_squad_description": "Contract Killers, Discreet And Skilled Assassins",
+ "crew_hit_squad_hunting_grounds_blurb": "Get +1d to gather information rolls and free downtime activity for preferred operations in your hunting grounds",
"crew_hit_squad_hunting_grounds_description": "Preferred Operations: Accident / Disappearance / Murder / Ransom",
"crew_hit_squad_hunting_grounds_type": "Hunting Grounds",
- "crew_hit_squad_hunting_grounds_blurb": "Get +1d to gather information rolls and free downtime activity for preferred operations in your hunting grounds",
"crew_hit_squad_xp_condition": "You executed a successful accident, disappearance, murder, or ransom operation.",
"crew_militants_contact_0": "Davran, a foreign diplomat",
"crew_militants_contact_1": "Hickling, a union organizer",
@@ -405,46 +558,11 @@
"crew_militants_contact_4": "Sovata, a student leader",
"crew_militants_contact_5": "Kastor, a weapons dealer",
"crew_militants_description": "Activists Pushing For Revolutionary Change",
+ "crew_militants_hunting_grounds_blurb": "Get +1d to gather information rolls and free downtime activity for preferred operations against Enemies of the Cause",
"crew_militants_hunting_grounds_description": "Preferred Operations: Assassination / Demonstration / Sabotage / Battle",
"crew_militants_hunting_grounds_type": "Enemies of the Cause (x2)",
- "crew_militants_hunting_grounds_blurb": "Get +1d to gather information rolls and free downtime activity for preferred operations against Enemies of the Cause",
"crew_militants_xp_condition": "You executed a successful assassination, demonstration, sabotage, or battle operation.",
- "crew_utopians_contact_0": "Evangeline, a spiritual sage",
- "crew_utopians_contact_1": "Friswell, an aristocrat",
- "crew_utopians_contact_2": "Netherley, a psychedelic artist",
- "crew_utopians_contact_3": "Tarn, a paranormal experimentalist",
- "crew_utopians_contact_4": "Lockmore Wend, a celebrity",
- "crew_utopians_contact_5": "Om, a deathlands dropout",
- "crew_utopians_description": "A NEW AGE CULT DEDICATED TO AN UNSETTLING VISION OF THE FUTURE",
- "crew_utopians_hunting_grounds_description": "Discovery / Stabilization / Experimentation",
- "crew_utopians_hunting_grounds_type": "Anomalies",
- "crew_utopians_hunting_grounds_blurb": "Get +1d to gather information rolls and free downtime activity for operations that involve any of the above",
- "crew_utopians_xp_condition": "You advanced the realization of your Utopian Vision.",
- "crew_description": "A short crew description",
- "crew_dealers_contact_0": "Sevoy, a magistrate",
- "crew_dealers_contact_1": "Vera, an airship pilot",
- "crew_dealers_contact_2": "Blodgett, a Bluecoat",
- "crew_dealers_contact_3": "Sloan, a gang boss",
- "crew_dealers_contact_4": "Marlyn, a party animal",
- "crew_dealers_contact_5": "Crimson, a fixer",
- "crew_dealers_description": "Pushers Who Acquire And Sell Illegal Product",
- "crew_dealers_hunting_grounds_description": "Preferred Operations: Show Of Force / Social Intrigue / Bulk Acquisition / Bulk Sale ",
- "crew_dealers_hunting_grounds_type": "Sales Territory",
- "crew_dealers_hunting_grounds_blurb": "Get +1d to gather information rolls and a free downtime activity for preferred operations on your turf. You start with one turf (instead of hunting grounds). ",
- "crew_dealers_xp_condition": "You completed a successful show of force, social intrigue, bulk acquisition, or bulk sale operation.",
"crew_mode": "Crew Mode",
- "crew_shadows_contact_0": "Malloy, a Ministry clerk",
- "crew_shadows_contact_1": "Caldwell, an art forger",
- "crew_shadows_contact_2": "Bloom, a collector",
- "crew_shadows_contact_3": "Vera, a switchboard operator",
- "crew_shadows_contact_4": "Catton, a hotel concierge",
- "crew_shadows_contact_5": "Tarnish, an information broker",
- "crew_shadows_description": "COVERT SPECIALISTS, EXPERTS IN HEISTS AND ESPIONAGE",
- "crew_shadows_hunting_grounds_description": "Preferred Operations: Surveillance / Heists / Subterfuge / Cleanup",
- "crew_shadows_hunting_grounds_type": "Hunting Grounds",
- "crew_shadows_hunting_grounds_blurb": "Get +1d to gather information rolls and free downtime activity for preferred operations in your hunting grounds",
- "crew_shadows_xp_condition": "You executed a surveillance, heist, subterfuge, or cleanup operation.",
- "crew_sheet": "Crew sheet",
"crew_racers_contact_0": "Karson, a bookmaker",
"crew_racers_contact_1": "Rinse, a drug dealer",
"crew_racers_contact_2": "Ivory, an arms dealer",
@@ -452,43 +570,65 @@
"crew_racers_contact_4": "Buddy, a mechanic",
"crew_racers_contact_5": "Vreen, owns the autodrome",
"crew_racers_description": "Thrill-Seekers, Smugglers, \nDaredevils, And Family",
+ "crew_racers_hunting_grounds_blurb": "Get +1d to gather information rolls and free downtime activity for preferred operations that start in your local circuit",
"crew_racers_hunting_grounds_description": "Preferred Operations: Smuggling / Hijacking / Racing / Smash-and-Grab",
"crew_racers_hunting_grounds_type": "LOCAL CIRCUIT",
- "crew_racers_hunting_grounds_blurb": "Get +1d to gather information rolls and free downtime activity for preferred operations that start in your local circuit",
"crew_racers_xp_condition": "You executed a successful smuggling, hijacking, racing, or smash-and-grab operation.",
+ "crew_shadows_contact_0": "Malloy, a Ministry clerk",
+ "crew_shadows_contact_1": "Caldwell, an art forger",
+ "crew_shadows_contact_2": "Bloom, a collector",
+ "crew_shadows_contact_3": "Vera, a switchboard operator",
+ "crew_shadows_contact_4": "Catton, a hotel concierge",
+ "crew_shadows_contact_5": "Tarnish, an information broker",
+ "crew_shadows_description": "COVERT SPECIALISTS, EXPERTS IN HEISTS AND ESPIONAGE",
+ "crew_shadows_hunting_grounds_blurb": "Get +1d to gather information rolls and free downtime activity for preferred operations in your hunting grounds",
+ "crew_shadows_hunting_grounds_description": "Preferred Operations: Surveillance / Heists / Subterfuge / Cleanup",
+ "crew_shadows_hunting_grounds_type": "Hunting Grounds",
+ "crew_shadows_xp_condition": "You executed a surveillance, heist, subterfuge, or cleanup operation.",
+ "crew_sheet": "Crew sheet",
"crew_tier": "Crew Tier",
"crew_upgrade_assassin_rigging": "Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_awakened": "Awakened (+1 key/deadlock)",
"crew_upgrade_barge": "Airship (+mobility for base)",
- "crew_upgrade_militant_rigging": "Militant rigging (2 free load of weapons or armor)",
"crew_upgrade_camouflage": "Camouflage (vehicles are very well concealed at rest)",
+ "crew_upgrade_complicated": "Complicated (+1 key/deadlock)",
"crew_upgrade_composed": "Composed (+1 stress box)",
- "crew_upgrade_intriguing": "Intriguing (+1 key/deadlock)",
- "crew_upgrade_utopians_rigging": "Utopian rigging (2 free load documents or paranormal)",
+ "crew_upgrade_dealers_rigging": "Dealer rigging (1 carried item is concealed, 0 load)",
"crew_upgrade_dedicated_crafters": "Dedicated crafters",
+ "crew_upgrade_deep": "Deep (+1 key/deadlock)",
"crew_upgrade_elite_eggheads": "Elite Eggheads",
"crew_upgrade_elite_hustlers": "Elite Hustlers",
"crew_upgrade_elite_rovers": "Elite Runners",
"crew_upgrade_elite_skulks": "Elite Infiltrators",
- "infiltrators": "Infiltrators",
"crew_upgrade_elite_thugs": "Elite Muscle",
"crew_upgrade_hardened": "Hardened (+1 trauma box)",
- "crew_upgrade_deep": "Deep (+1 key/deadlock)",
- "crew_upgrade_multifaceted": "Deep (+1 key/deadlock)",
- "crew_upgrade_multifaceted_shadows": "Multifaceted (+1 key/deadlock)",
- "crew_upgrade_complicated": "Complicated (+1 key/deadlock)",
- "crew_upgrade_dealers_rigging": "Dealer rigging (1 carried item is concealed, 0 load)",
+ "crew_upgrade_heist_rigging": "Heist rigging (2 free load of tools or gear)",
+ "crew_upgrade_intriguing": "Intriguing (+1 key/deadlock)",
"crew_upgrade_ironhook_contacts": "Ironhook Contacts (+1 Tier in prison)",
"crew_upgrade_irregulars": "Irregulars (Experts gain +1d to Gather Information)",
- "crew_upgrade_awakened": "Awakened (+1 key/deadlock)",
+ "crew_upgrade_militant_rigging": "Militant rigging (2 free load of weapons or armor)",
+ "crew_upgrade_multifaceted": "Deep (+1 key/deadlock)",
+ "crew_upgrade_multifaceted_shadows": "Multifaceted (+1 key/deadlock)",
"crew_upgrade_ritual_lounge_in_lair": "Ritual lounge (in base)",
"crew_upgrade_smuggler's_rigging": "Racer rigging (2 items perfectly concealed)",
"crew_upgrade_steady": "Steady (+1 stress box)",
- "crew_upgrade_heist_rigging": "Heist rigging (2 free load of tools or gear)",
"crew_upgrade_unbroken": "Unbroken (+1 trauma box)",
"crew_upgrade_underground_maps_&_passkeys": "Secret maps, and various keys and passcards",
+ "crew_upgrade_utopians_rigging": "Utopian rigging (2 free load documents or paranormal)",
"crew_upgrade_vigilantes_attire": "Vigilantes attire (2 free load of weapons or supplies)",
"crew_upgrade_willing_to_fight": "Willing to Fight (Experts are braves)",
"crew_upgrades": "Crew Upgrades",
+ "crew_utopians_contact_0": "Evangeline, a spiritual sage",
+ "crew_utopians_contact_1": "Friswell, an aristocrat",
+ "crew_utopians_contact_2": "Netherley, a psychedelic artist",
+ "crew_utopians_contact_3": "Tarn, a paranormal experimentalist",
+ "crew_utopians_contact_4": "Lockmore Wend, a celebrity",
+ "crew_utopians_contact_5": "Om, a deathlands dropout",
+ "crew_utopians_description": "A NEW AGE CULT DEDICATED TO AN UNSETTLING VISION OF THE FUTURE",
+ "crew_utopians_hunting_grounds_blurb": "Get +1d to gather information rolls and free downtime activity for operations that involve any of the above",
+ "crew_utopians_hunting_grounds_description": "Discovery / Stabilization / Experimentation",
+ "crew_utopians_hunting_grounds_type": "Anomalies",
+ "crew_utopians_xp_condition": "You advanced the realization of your Utopian Vision.",
"crew_vigilantes_contact_0": "Mara, a chief inspector",
"crew_vigilantes_contact_1": "Twelves, a Leviathan Hunter",
"crew_vigilantes_contact_2": "Soren, a restless ghost",
@@ -499,16 +639,35 @@
"crew_vigilantes_hunting_grounds_description": "Uniting — Interference — Resistance — Terror",
"crew_vigilantes_hunting_grounds_type": "Protected Grounds",
"crew_vigilantes_xp_condition": "Interfere with criminal scores, protect citizens, or antagonize the law.",
- "utopians": "Utopians",
+ "damage": "Damage",
"dark_talent": "Vampire's Dark Talent:",
+ "dayfire": "Dayfire",
+ "dc_action_module": "Deep Cuts: Action Module",
+ "dc_advancement_clocks_info": "Clocks: Action: 1/dot | Special Ability: 2 | Versatile Ability: 3",
+ "dc_advancement_clocks_info_crew": "Clocks: Cohort: 2 | Special Ability: 2 | Versatile Ability: 3",
+ "dc_advancement_module": "Deep Cuts: Advancement Module",
+ "dc_clock_size_4": "4 segments",
+ "dc_clock_size_6": "6 segments",
+ "dc_clock_size_8": "8 segments",
+ "dc_clock_size_label": "XP clock size:",
+ "dc_downtime_module": "Deep Cuts: Downtime Module",
+ "dc_downtime_upgrades_footnote": "Base, training, & quality: 10 stacks per box",
+ "dc_downtime_upgrades_note": "Stack/box",
"deadlocks": "Deadlocks",
+ "dealers": "Dealers",
"deception": "Deception",
+ "deep_cuts_action": "Action",
+ "deep_cuts_advancement": "Advancement",
+ "deep_cuts_downtime": "Downtime",
+ "deep_cuts_label": "Deep Cuts:",
"deity": "Deity",
"deity_features_info": "Alluring — Cruel — Ferocious — Monstrous — Radiant — Sinister — Serene — Transcendent",
"deity_label": "Label to use for Deity",
+ "demand": "Demand (start from left)",
"demolition_tools": "Demolition Tools",
"demolition_tools_description": "A heavy drill. Crowbar. Explosive putty and blasting caps. Thermite charges. Vials of acid. A sledgehammer. A blowtorch.",
"description": "Description",
+ "designation": "Designation",
"desperate": "Desperate",
"destructive": "Destructive",
"detail_assault": "Attack point",
@@ -518,160 +677,176 @@
"detail_stealth": "Entry point",
"detail_transport": "Moment of impact",
"devils_bargain": "Devil's Bargain",
+ "distribution": "Distribution (start from left)",
"documents": "Documents",
"documents_description": "A folder of paperwork on a variety of topics, including a registry of the nobility, bluecoat commanders, and other notable citizens. Blank pages, a pen. A number of interesting maps. Some relevant print-outs of archival information, prepared before the score.",
"drain": "Drain",
"drift_oil": "Drift Oil",
"drown_powder": "Drown Powder",
+ "echo_irregularities": "Echo Irregularities",
+ "edge": "Edge",
"edges": "Edges",
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "eggheads": "Eggheads",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
+ "euphoric_mist": "Euphoric mist",
"expert": "Expert",
+ "explosives": "explosives",
"express_crew": "Express the goals, drives, inner conflict, or essential nature of the crew.",
"extra_xp_boxes": "Extra xp boxes for vampires",
"eyeblind_poison": "Eyeblind Poison",
+ "faction": "Faction",
+ "faction_affiliation_info": "As an Operative, you start play with a backing faction. Is it the Palace, Blackthorn Park, or another faction? They may give you a personal mission. Complete this personal mission to gain that faction’s prestige ability.",
+ "faction_affiliation_title": "Backing Faction",
+ "faction_anixis_field_unit": "Anixis Field Unit",
+ "faction_anixis_field_unit_notes": "Newly independent in the wake of Unity War III, Iruvia has entered an isolationist period. Their intelligence agency (Anixis) maintains a small field unit in Doskvol to monitor the other spy agencies and advance Iruvian interests where possible. ",
+ "faction_ankhayat_consortium": "The Ankhayat Consortium",
+ "faction_ankhayat_consortium_notes": "A powerful association of businesses, all owned by an old-money family of exiled Iruvian nobility.",
"faction_barrowcleft": "Barrowcleft",
+ "faction_blackthorn_park": "Blackthorn Park",
+ "faction_blackthorn_park_notes": "The foreign intelligence service of the United Skov Covenant. As Doskvol is the closest city to the border between Skovlan and Akoros, and contains a large population of Skovlanders, it’s a flashpoint in the covert war between Blackthorn Park and the Palace.",
"faction_bluecoats": "Bluecoats",
"faction_bluecoats_notes": "The City Watch of Duskwall, tasked with upholding the law. Decades of PR have rebranded them as your friendly local constables, but they are still just as corrupt, violent, and cruel as ever. ",
+ "faction_bowmore_fields": "Bowmore Fields",
"faction_brightstone": "Brightstone",
+ "faction_burning_orange": "Burning Orange",
+ "faction_burning_orange_notes": "A collective of indigenous activists from Severos, with a focus on social and environmental issues.",
"faction_cabbies": "Cabbies",
"faction_cabbies_notes": "Autopod taxi drivers. An impressive gossip network.",
+ "faction_captain_laudius_blanchet": "Captain Laudius Blanchet",
+ "faction_captain_laudius_blanchet_notes": "Former naval officer turned celebrity Void Sea explorer, filmmaker and author. Runs the controversial (and dangerous) Void Sea Aquarium and Research Facility",
+ "faction_carousel": "Carousel",
+ "faction_carousel_notes": "A private research institute dedicated to finding the secret to eternal life. ",
"faction_charhollow": "Charhollow",
"faction_charterhall": "Charterhall",
"faction_city_council": "City Council",
"faction_city_council_notes": "The elected rulers of the city government. Mostly aristocrats and nobles.",
"faction_coalridge": "Coalridge",
"faction_crow's_foot": "Crowfoot",
+ "faction_d13": "D-13",
+ "faction_d13_notes": "Ex-soldiers with no future, forced to pursue criminal opportunities. ",
"faction_dagger_isles_consulate": "Dagger Isles Consulate",
- "faction_usc_consulate": "USC Consulate",
+ "faction_deathsteaders": "Deathsteaders",
+ "faction_deathsteaders_notes": "Survivalists, fugitives, and free-thinkers who have left the safety of the Bubble to make a living in the forbidden Deathlands beyond. ",
"faction_dunslough": "Dunslough",
"faction_gondoliers": "Gondoliers",
"faction_gondoliers_notes": "Most boats are now automated, but a handful of old gondoliers still work the canals. Said to know forgotten secrets of the dark.",
"faction_imperial_military": "Imperial Military",
"faction_imperial_military_notes": "Although the Age of Consensus is a “time of peace”, the Imperium is always at war. Garrisons are posted at Gaddoc Monorail Station, aboard the naval destroyer Nightcastle, and at the Premiere’s stronghold (about 1000 troops in total). The military also runs a training camp east of Doskvol for fresh conscripts, along with a prison for draft-dodgers and deserters. ",
+ "faction_ink_lane_tabloids": "Ink Lane Tabloids",
+ "faction_ink_lane_tabloids_notes": "The notorious tabloids of Doskvol; the Daily Scandal, the Evening Whisper, the Doskvol Lurker, News of the Void, and more. Buried amidst the weird and lurid trash are some surprisingly illuminating investigations. ",
"faction_inspectors": "Inspectors",
"faction_inspectors_notes": "The criminal investigators of the City Watch. They have a reputation for ethics and integrity (no one likes them). They present evidence for prosecutions to the city magistrates.",
"faction_ironhook_prison": "Ironhook Prison",
"faction_ironhook_prison_notes": "A rusting relic of centuries past, where many scoundrels spend the bulk of their lives. In danger of being replaced by the Lusk Reform Technique.",
"faction_iruvian_consulate": "Iruvian Consulate",
"faction_laborers": "Laborers",
- "faction_lord_scurlock": "Lord Scurlock",
- "faction_lord_scurlock_notes": "An old recluse. Possibly a vampire. Obsessed with paranormal secrets.",
- "faction_mode": "Faction Mode",
- "faction_nightmarket": "Nightmarket",
- "faction_notes": "Faction notes",
- "faction_the_rail_jacks": "The Blackjacks",
- "faction_the_rail_jacks_notes": "The remnants of the former union of ghostlands train guards, who turned to crime when their services were replaced by robotic hulls. Paranormal specialists and underworld muscle for hire.",
- "faction_severosi_consulate": "Severosi Consulate",
- "faction_silkshore": "Silkshore",
- "faction_six_towers": "Six Towers",
- "faction_the_docks": "The Docks",
- "faction_the_unseen": "The Unseen",
- "faction_the_unseen_notes": "A highly organized and powerful group with secret membership. Thought to pull the strings of most of Doskvol. ",
- "faction_scorpion_syndicate": "SCORPION Syndicate",
- "faction_scorpion_syndicate_notes": "A massive and sophisticated Severosi drug-smuggling operation, mainly dealing in black lotus. ",
- "faction_strangford_michter": "Strangford-Michter Financial",
- "faction_strangford_michter_notes": "A powerful investment firm with a habit of backing illegal ventures off the books. Has stakes in a large number of criminal groups and shady scientific projects.",
- "faction_mirror_house": "Mirror House",
- "faction_mirror_house_notes": "Rogue scientists dedicated to the discovery and exploitation of metaphysical anomalies. ",
- "faction_the_golden_hand": "The Golden Hand",
- "faction_the_golden_hand_notes": "A high-tech criminal organisation, known for using gold-plated hulls to do its dirty work.",
- "faction_the_tomorrow_program": "The Tomorrow Program",
- "faction_the_tomorrow_program_notes": "A hedonistic association of notable scientists, writers, artists, performers and dreamers. Lots of parties. Cover for extortion, graft, and murder.",
- "faction_red_torque": "Red Torque",
- "faction_red_torque_notes": "A tight-knit gang of elite racing drivers who use their skills for criminal ends. Ambitious, angry, and fast.",
- "faction_silk": "Silk",
- "faction_silk_notes": "A mysterious and legendary cat burglar, or possibly several of them. Every heist more ambitious than the last. Enjoys stealing the score from lesser thieves at the last moment. ",
- "faction_the_burn_corps": "The Burn Corps",
- "faction_the_burn_corps_notes": "The radical militant arm of Burning Orange, the Severosi social activism collective. The Burn Corps is dedicated to armed self-defence, particularly against bluecoat brutality. ",
- "faction_the_gallo_family": "The Gallo Family",
- "faction_the_gallo_family_notes": "A tight-knit criminal enterprise with deep roots in Silkshore. Gambling, loan sharking, and narcotics trafficking.",
- "faction_the_keel_twins": "The Keel Twins",
- "faction_the_keel_twins_notes": "Identical twin sisters, ruthless gangsters, and minor nightlife celebrities. Many smaller gangs pay up to the Keels.",
- "faction_the_limmerfield_gang": "The Limmerfield Gang",
- "faction_the_limmerfield_gang_notes": "A tough gang with a reputation for brutality and strangeness.",
- "faction_the_lounge_rats": "The Lounge Rats",
- "faction_the_lounge_rats_notes": "A seedy group of lounge-lizards and nightclub-owners. Extortion rackets, drug-dealing, and illegal gambling.",
- "faction_d13": "D-13",
- "faction_d13_notes": "Ex-soldiers with no future, forced to pursue criminal opportunities. ",
"faction_leatherbacks": "Leatherbacks",
"faction_leatherbacks_notes": "Rough and rowdy autocycle racers. A youth subculture as much as a gang. Named for their ubiquitous colorful leather jackets. ",
- "faction_the_fighting_goats": "The Fighting Goats",
- "faction_the_fighting_goats_notes": "A failed ragskulla team turned struggling criminal gang. Team uniforms, face- paint, ragskulla batons.",
- "faction_the_dirt_barons": "The Dirt Barons",
- "faction_the_dirt_barons_notes": "Freelance operators who dig up and trade dirt on other factions. Known for being honest brokers, they avoid crooked deals or double-crossing.",
- "faction_paxton": "Paxton",
- "faction_paxton_notes": "A champion bare-knuckle boxer and a larger-than-life personality. Has spent more time inside Ironhook than out. Just got out on parole for the 7th time.",
- "faction_section6": "Section 6",
- "faction_section6_notes": "Responsible for the disposal of the dead, as well as enforcing Reality Constancy Law (investigating anomalies and unlicensed paranormal experimentation). ",
- "faction_the_palace": "The Palace",
- "faction_the_palace_notes": "The Imperial Intelligence Agency, or I.I.A. Spends as much time neutralising internal threats to its own power as it does clashing with Blackthorn Park. ",
+ "faction_lord_scurlock": "Lord Scurlock",
+ "faction_lord_scurlock_notes": "An old recluse. Possibly a vampire. Obsessed with paranormal secrets.",
"faction_ministry_of_discovery": "Ministry of Discovery",
"faction_ministry_of_discovery_notes": "Responsible for the research, acquisition, and application of new technologies in service to the Imperium.",
"faction_ministry_of_stability": "Ministry of Stability",
"faction_ministry_of_stability_notes": "The governmental body of the Imperium that oversees border security, transportation between cities, and the disbursement of food and other vital resources. ",
- "faction_the_church": "The Church",
- "faction_the_church_notes": "'The Church of the Ecstasy of the Flesh', or the 'C of E'. They honor the life of the body and deem the transcendent, spiritual, or otherworldly to be heretical. Ruthless enforcers of conformity.",
- "faction_the_strelai": "The Strelai",
- "faction_the_strelai_notes": " Counter-paranormal secret agents with mysterious motives and affiliation. ",
- "faction_blackthorn_park": "Blackthorn Park",
- "faction_blackthorn_park_notes": "The foreign intelligence service of the United Skov Covenant. As Doskvol is the closest city to the border between Skovlan and Akoros, and contains a large population of Skovlanders, it’s a flashpoint in the covert war between Blackthorn Park and the Palace.",
- "faction_burning_orange": "Burning Orange",
- "faction_burning_orange_notes": "A collective of indigenous activists from Severos, with a focus on social and environmental issues.",
- "faction_new_reform_clinic": "Lusk Reform Clinic",
- "faction_new_reform_clinic_notes": "A small but well-funded facility near Ironhook Prison. Pioneers of the Lusk Reform Technique; they can turn the most violent criminal into one of the reformed (vacant-eyed hollows) and also produce a brand new hull to serve the city. ",
- "faction_anixis_field_unit": "Anixis Field Unit",
- "faction_anixis_field_unit_notes": "Newly independent in the wake of Unity War III, Iruvia has entered an isolationist period. Their intelligence agency (Anixis) maintains a small field unit in Doskvol to monitor the other spy agencies and advance Iruvian interests where possible. ",
- "faction_the_doskvol_foundation": "The Foundation",
- "faction_the_doskvol_foundation_notes": "A powerful consortium of property developers, architects, and builders. Many of their enemies have disappeared behind the brick and mortar of the city.",
- "faction_saltfords_banking_group": "Saltfords Banking Group",
- "faction_saltfords_banking_group_notes": "After a wave of consolidations and acquisitions, Saltfords has survived as the largest and most powerful bank in Doskvol. ",
- "faction_xantara_pharm": "Xantara Pharm",
- "faction_xantara_pharm_notes": "A profiteering pharmaceutical company that churns out pills of every kind and flavour—Dizzy Drops, Smiletime, Go-Go Pills, you name it.",
- "faction_ankhayat_consortium": "The Ankhayat Consortium",
- "faction_ankhayat_consortium_notes": "A powerful association of businesses, all owned by an old-money family of exiled Iruvian nobility.",
- "faction_sicu": "Shattered Isles Congress of Unions (SICU)",
- "faction_sicu_notes": "An international labor organization that fights for better working conditions, higher wages, social reforms, and the right to unionize.",
- "faction_yammies": "The Yammies",
- "faction_yammies_notes": "A large countercultural protest group that started amongst the students of Charterhall University. The “yammies” stage theatrical protests and sit-ins that involve performance art and spectacle, aimed at disrupting",
- "faction_ink_lane_tabloids": "Ink Lane Tabloids",
- "faction_ink_lane_tabloids_notes": "The notorious tabloids of Doskvol; the Daily Scandal, the Evening Whisper, the Doskvol Lurker, News of the Void, and more. Buried amidst the weird and lurid trash are some surprisingly illuminating investigations. ",
- "faction_service_workers": "Service Workers",
- "faction_tottle_orlov_arran": "Tottle Orlov Arran",
- "faction_tottle_orlov_arran_notes": "Advertising agency. Won the contract to create all the posters, plasomovision adverts, and radio content for the official Doskvol Citizen’s Advice Bureau (a government propaganda effort). Very well-connected.",
- "faction_captain_laudius_blanchet": "Captain Laudius Blanchet",
- "faction_captain_laudius_blanchet_notes": "Former naval officer turned celebrity Void Sea explorer, filmmaker and author. Runs the controversial (and dangerous) Void Sea Aquarium and Research Facility",
+ "faction_mirror_house": "Mirror House",
+ "faction_mirror_house_notes": "Rogue scientists dedicated to the discovery and exploitation of metaphysical anomalies. ",
+ "faction_mode": "Faction Mode",
"faction_new_dawn": "New Dawn",
"faction_new_dawn_notes": "A fast-growing health and wellness cult, with various circles of membership. The commitments and rituals become ever more esoteric as you advance closer to the inner circle.",
- "faction_carousel": "Carousel",
- "faction_carousel_notes": "A private research institute dedicated to finding the secret to eternal life. ",
- "faction_the_kethrys_lodge": "The Kethrys Lodge",
- "faction_the_kethrys_lodge_notes": "A society for those with a special interest in the paranormal. Conducts seances, experiments, and weird rituals. ",
- "faction_the_silver_echoes": "The Silver Echoes",
- "faction_the_silver_echoes_notes": "The most popular band in Doskvol. Detractors claim their horde of fans have been brainwashed by some combination of their electroplasmic instruments, the Resonance Field radios their music is broadcast over, and/or subliminal messages in their lyrics.",
- "faction_the_old_northport_preservation_society": "Old North Port Preservation Society",
- "faction_the_old_northport_preservation_society_notes": "A sect of neo-traditionalists who have reclaimed Old North Port, beyond the safety of the Bubble. They believe that lost rituals and old runes keep them safe. Traditional robes, flower-gathering, effigy-burning. ",
- "faction_deathsteaders": "Deathsteaders",
- "faction_deathsteaders_notes": "Survivalists, fugitives, and free-thinkers who have left the safety of the Bubble to make a living in the forbidden Deathlands beyond. ",
+ "faction_new_horizon": "New Horizon",
+ "faction_new_reform_clinic": "Lusk Reform Clinic",
+ "faction_new_reform_clinic_notes": "A small but well-funded facility near Ironhook Prison. Pioneers of the Lusk Reform Technique; they can turn the most violent criminal into one of the reformed (vacant-eyed hollows) and also produce a brand new hull to serve the city. ",
+ "faction_nightmarket": "Nightmarket",
+ "faction_notes": "Faction notes",
+ "faction_paxton": "Paxton",
+ "faction_paxton_notes": "A champion bare-knuckle boxer and a larger-than-life personality. Has spent more time inside Ironhook than out. Just got out on parole for the 7th time.",
"faction_plasmovision_social_club": "Plasmovision Social Club",
"faction_plasmovision_social_club_notes": "Many homes now have plasmovision sets, beaming in the latest news and entertainment via the Resonance Field. Enthusiasts meet to discuss the latest shows and compare the mind-warping truths they see in the static between programs.",
- "faction_bowmore_fields": "Bowmore Fields",
- "faction_new_horizon": "New Horizon",
"faction_radiance": "Radiance",
+ "faction_red_torque": "Red Torque",
+ "faction_red_torque_notes": "A tight-knit gang of elite racing drivers who use their skills for criminal ends. Ambitious, angry, and fast.",
+ "faction_saltfords_banking_group": "Saltfords Banking Group",
+ "faction_saltfords_banking_group_notes": "After a wave of consolidations and acquisitions, Saltfords has survived as the largest and most powerful bank in Doskvol. ",
+ "faction_scorpion_syndicate": "SCORPION Syndicate",
+ "faction_scorpion_syndicate_notes": "A massive and sophisticated Severosi drug-smuggling operation, mainly dealing in black lotus. ",
+ "faction_section6": "Section 6",
+ "faction_section6_notes": "Responsible for the disposal of the dead, as well as enforcing Reality Constancy Law (investigating anomalies and unlicensed paranormal experimentation). ",
+ "faction_service_workers": "Service Workers",
+ "faction_severosi_consulate": "Severosi Consulate",
+ "faction_sicu": "Shattered Isles Congress of Unions (SICU)",
+ "faction_sicu_notes": "An international labor organization that fights for better working conditions, higher wages, social reforms, and the right to unionize.",
+ "faction_silk": "Silk",
+ "faction_silk_notes": "A mysterious and legendary cat burglar, or possibly several of them. Every heist more ambitious than the last. Enjoys stealing the score from lesser thieves at the last moment. ",
+ "faction_silkshore": "Silkshore",
+ "faction_six_towers": "Six Towers",
+ "faction_strangford_michter": "Strangford-Michter Financial",
+ "faction_strangford_michter_notes": "A powerful investment firm with a habit of backing illegal ventures off the books. Has stakes in a large number of criminal groups and shady scientific projects.",
+ "faction_the_burn_corps": "The Burn Corps",
+ "faction_the_burn_corps_notes": "The radical militant arm of Burning Orange, the Severosi social activism collective. The Burn Corps is dedicated to armed self-defence, particularly against bluecoat brutality. ",
+ "faction_the_church": "The Church",
+ "faction_the_church_notes": "'The Church of the Ecstasy of the Flesh', or the 'C of E'. They honor the life of the body and deem the transcendent, spiritual, or otherworldly to be heretical. Ruthless enforcers of conformity.",
+ "faction_the_dirt_barons": "The Dirt Barons",
+ "faction_the_dirt_barons_notes": "Freelance operators who dig up and trade dirt on other factions. Known for being honest brokers, they avoid crooked deals or double-crossing.",
+ "faction_the_docks": "The Docks",
+ "faction_the_doskvol_foundation": "The Foundation",
+ "faction_the_doskvol_foundation_notes": "A powerful consortium of property developers, architects, and builders. Many of their enemies have disappeared behind the brick and mortar of the city.",
+ "faction_the_fighting_goats": "The Fighting Goats",
+ "faction_the_fighting_goats_notes": "A failed ragskulla team turned struggling criminal gang. Team uniforms, face- paint, ragskulla batons.",
+ "faction_the_gallo_family": "The Gallo Family",
+ "faction_the_gallo_family_notes": "A tight-knit criminal enterprise with deep roots in Silkshore. Gambling, loan sharking, and narcotics trafficking.",
+ "faction_the_golden_hand": "The Golden Hand",
+ "faction_the_golden_hand_notes": "A high-tech criminal organisation, known for using gold-plated hulls to do its dirty work.",
+ "faction_the_keel_twins": "The Keel Twins",
+ "faction_the_keel_twins_notes": "Identical twin sisters, ruthless gangsters, and minor nightlife celebrities. Many smaller gangs pay up to the Keels.",
+ "faction_the_kethrys_lodge": "The Kethrys Lodge",
+ "faction_the_kethrys_lodge_notes": "A society for those with a special interest in the paranormal. Conducts seances, experiments, and weird rituals. ",
+ "faction_the_limmerfield_gang": "The Limmerfield Gang",
+ "faction_the_limmerfield_gang_notes": "A tough gang with a reputation for brutality and strangeness.",
+ "faction_the_lounge_rats": "The Lounge Rats",
+ "faction_the_lounge_rats_notes": "A seedy group of lounge-lizards and nightclub-owners. Extortion rackets, drug-dealing, and illegal gambling.",
+ "faction_the_old_northport_preservation_society": "Old North Port Preservation Society",
+ "faction_the_old_northport_preservation_society_notes": "A sect of neo-traditionalists who have reclaimed Old North Port, beyond the safety of the Bubble. They believe that lost rituals and old runes keep them safe. Traditional robes, flower-gathering, effigy-burning. ",
+ "faction_the_palace": "The Palace",
+ "faction_the_palace_notes": "The Imperial Intelligence Agency, or I.I.A. Spends as much time neutralising internal threats to its own power as it does clashing with Blackthorn Park. ",
+ "faction_the_rail_jacks": "The Blackjacks",
+ "faction_the_rail_jacks_notes": "The remnants of the former union of ghostlands train guards, who turned to crime when their services were replaced by robotic hulls. Paranormal specialists and underworld muscle for hire.",
+ "faction_the_silver_echoes": "The Silver Echoes",
+ "faction_the_silver_echoes_notes": "The most popular band in Doskvol. Detractors claim their horde of fans have been brainwashed by some combination of their electroplasmic instruments, the Resonance Field radios their music is broadcast over, and/or subliminal messages in their lyrics.",
+ "faction_the_strelai": "The Strelai",
+ "faction_the_strelai_notes": " Counter-paranormal secret agents with mysterious motives and affiliation. ",
+ "faction_the_tomorrow_program": "The Tomorrow Program",
+ "faction_the_tomorrow_program_notes": "A hedonistic association of notable scientists, writers, artists, performers and dreamers. Lots of parties. Cover for extortion, graft, and murder.",
+ "faction_the_unseen": "The Unseen",
+ "faction_the_unseen_notes": "A highly organized and powerful group with secret membership. Thought to pull the strings of most of Doskvol. ",
+ "faction_tottle_orlov_arran": "Tottle Orlov Arran",
+ "faction_tottle_orlov_arran_notes": "Advertising agency. Won the contract to create all the posters, plasomovision adverts, and radio content for the official Doskvol Citizen’s Advice Bureau (a government propaganda effort). Very well-connected.",
+ "faction_usc_consulate": "USC Consulate",
"faction_whitecrown": "Whitecrown",
+ "faction_xantara_pharm": "Xantara Pharm",
+ "faction_xantara_pharm_notes": "A profiteering pharmaceutical company that churns out pills of every kind and flavour—Dizzy Drops, Smiletime, Go-Go Pills, you name it.",
+ "faction_yammies": "The Yammies",
+ "faction_yammies_notes": "A large countercultural protest group that started amongst the students of Charterhall University. The “yammies” stage theatrical protests and sit-ins that involve performance art and spectacle, aimed at disrupting",
"factions1": "Underworld",
"factions2": "Institutions",
"factions3": "Corporate & Community",
"factions4": "Fringe",
"factions5": "Citizenry",
"factions_title": "Factions of Doskvol",
+ "failure": "failure",
"features": "Features",
"fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type",
+ "final_circle": "Final Circle",
+ "find_solution": "Find a Solution and Take It Back",
+ "find_solution_blurb": "There's a terrible problem in the past, and you're here to find the fix and take it back.",
+ "fine_autopod": "Fine two-seat autopod",
"finesse": "Finesse",
"finesse_description": "Finesse an item from someone's pocket; employ subtle misdirection or sleight-of-hand; handle a vehicle or a mount.",
+ "fire_bomb": "Fire bomb",
"fire_oil": "Fire Oil",
+ "first_circle": "First Circle",
"fixated": "Fixated",
"flaws": "Flaws",
"flexible_width": "Flexible character sheet width (adapts to container)",
@@ -691,15 +866,18 @@
"gather_information": "Gather Information",
"gatherinfo_are_they_telling": "Are they telling the truth?",
"gatherinfo_good_time": "What’s their idea of a good time?",
- "gatherinfo_wheres_the_party": "Where's the party?",
"gatherinfo_how_can_I_blend": "How can I blend in here?",
"gatherinfo_how_can_I_discover": "How can I discover [X]?",
"gatherinfo_how_can_I_find": "How can I find [X]?",
"gatherinfo_how_can_I_get_them": "How can I get them to [X]?",
"gatherinfo_how_can_I_hurt": "How can I hurt them?",
"gatherinfo_how_can_I_reveal": "How can I reveal [X]?",
+ "gatherinfo_routine": "What's the routine here?",
+ "gatherinfo_upperhand": "How can I get the upperhand?",
"gatherinfo_what_are_they_really": "What are they really feeling?",
"gatherinfo_what_can_I_tinker": "What can I tinker with here?",
+ "gatherinfo_what_can_i_hack": "What can I tinker with here?",
+ "gatherinfo_what_do_they_care_about": "What do they really care about?",
"gatherinfo_what_do_they_intend": "What do they intend to do?",
"gatherinfo_what_do_they_really": "What do they really care about?",
"gatherinfo_what_do_they_want": "What do they want most?",
@@ -711,73 +889,222 @@
"gatherinfo_what_should_I_look": "What should I look out for?",
"gatherinfo_whats_going_on": "What's really going on here?",
"gatherinfo_whats_the_best_way": "What's the best way in?",
+ "gatherinfo_whats_the_danger": "What's the danger here?",
+ "gatherinfo_whats_the_weak_point": "What’s the weak point here?",
"gatherinfo_where_can_I_hide": "Where can I hide here?",
"gatherinfo_where_did_x_go": "Where did [X] go?",
"gatherinfo_where_they_vulnerable": "Where are they vulnerable?",
"gatherinfo_wheres_the_leverage": "Where's the leverage here?",
+ "gatherinfo_wheres_the_party": "Where's the party?",
"gatherinfo_wheres_the_weakness": "Where's the weakness here?",
+ "gatherinfo_whos_about_to_break": "Who's about to break?",
"gatherinfo_whos_most_afraid": "Who's most afraid of me?",
"gatherinfo_whos_most_dangerous": "Who's most dangerous here?",
- "gatherinfo_whats_the_danger": "What's the danger here?",
- "gatherinfo_whos_about_to_break": "Who's about to break?",
- "gatherinfo_upperhand": "How can I get the upperhand?",
- "gatherinfo_routine": "What's the routine here?",
"gear": "Gear",
"generate_factions": "Generate Factions",
"ghost": "Ghost/Echo",
"ghost_viceblurb": "You have an intense need: resonance energy. To satisfy this need, possess a living victim and consume their life essence (this may be a downtime action). When you do so, clear half your Drain (round down). When fully drained, strike out a key but choose an echo irregularity instead of a deadlock as normal. You cannot turn keys.",
"gloom": "Gloom",
- "echo_irregularities": "Echo Irregularities",
+ "gravity_anomaly_bomb": "Gravity anomaly bomb",
"grenade": "Grenade",
+ "hack": "Tinker",
+ "hack_description": "Tinker with mechanisms to create, modify, disable, or repair; disable a trap, pick a lock, or crack a safe. Turn the many mechanical and electroplasmic devices around the city to your advantage.",
+ "hacking_tools": "Tinkering Tools",
+ "hacking_tools_description": "Tools and spare parts for messing with electronics and mechanisms. A wrench, drill, and spanner. Tweezers, pliers, precision screwdrivers. A soldering iron. A second wrench. Oscilloscope, circuit tester, and heat sink. Jumper wires. Magnifying loupe. ",
+ "handcannon": "Handcannon",
+ "handcannon_description": "A heavy, large-bore handgun that hits like a sledgehammer. Loud. Slow to reload.",
"harm": "Harm",
"haunted": "Haunted",
- "dealers": "Dealers",
"healing": "Healing",
"heat": "Heat",
"heat_label": "Label to use for Heat",
"heavy": "Loud",
+ "heavy_vehicle": "Heavy Vehicle",
"heritage": "Heritage",
"heritage_info": "Akoros / The Dagger Isles / Iruvia / Severos / Skovlan / Tycheros",
"hidden": "Hidden",
- "secret_base": "Secret Base",
+ "hidden_compartment": "Hidden Compartment",
+ "hidden_compartment_description": "Your frame has a secret compartment that escapes even the most thorough search. Lead-lined to prevent x-ray scanning.",
+ "hit_squad": "Hit Squad",
"hold": "Hold",
"hound": "Hound",
+ "housing": "Size",
+ "housing_large": "Large (room-sized computer). More powerful, but immobile.",
+ "housing_small": "Small (wristwatch, a metal orb, a tiny hull, etc). Less powerful but highly portable.",
"how_many_boxes": "How many boxes?",
"how_much_load": "How much load?",
"hull": "Hull",
+ "hull_blurb1": "Spend a downtime action going ON PROGRAM. In this state, you do the work assigned by your controller. The GM will tell you what you did. Each downtime phase you skip this, tick the “Suspicion” clock. When full, your owning faction will take steps against you, including cutting you off from their industrial-grade generator (see below).",
+ "hull_blurb2": "Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 Drain. When you mark your last Drain box, you go ON PROGRAM immediately (the GM will tell you what you do). Deadlock a key as normal. If you have no keys yet, choose a robotic deadlock instead (brutal, detached, ruthless, or unstable) and mark it below.",
+ "hull_no_keys": "(You start with no keys)",
"hull_viceblurb": "Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "human_memories": "Human Memories",
"hunt": "Hunt",
"hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.",
"hunter": "Hunter",
"hunting_grounds": "Hunting Grounds",
- "hunting_grounds_description": "Preferred operations:",
"hunting_grounds_blurb": "Get +1d to gather information rolls and free downtime activity for preferred operations in your hunting grounds",
+ "hunting_grounds_description": "Preferred operations:",
"hunting_pet": "Hunting Pet",
+ "hustlers": "Hustlers",
"impaired": "Impaired",
"implements": "Implements",
"indulge_vice": "Indulge Vice",
+ "infiltrators": "Infiltrators",
"insight": "Insight",
"insight_description": "Resist consequences from deception or understanding.",
+ "instability": "Instability",
+ "int_background": "Fields of Study",
+ "int_background_info": "HISTORY / BIOLOGY / PHILOSOPHY / SPARK-CRAFT / PARANORMAL / POLITICAL SCIENCE / HARD KNOCKS",
"intellectual": "Intellectual",
"italics_dont_count": "(italics don't count for load)",
"item_name": "A useful item",
"items": "Items",
+ "jet_propulsion": "Jet Propulsion",
+ "jet_propulsion_description": "Your frame includes jet boosters that provide a limited form of flight (either slow or temporary).",
+ "key-arrogant-1": "Arrogant",
+ "key-arrogant-2": "(▼humbled ▲self-obsessed)",
+ "key-bitter-1": "Bitter",
+ "key-bitter-2": "(▼Affable ▲Vindictive)",
+ "key-blunt-1": "Blunt",
+ "key-blunt-2": "(▼Diplomatic ▲Caustic)",
+ "key-bold-1": "Bold",
+ "key-bold-2": "(▼nervous ▲reckless)",
+ "key-brooding-1": "Brooding",
+ "key-brooding-2": "(▼Morose ▲Untroubled)",
+ "key-calculating-1": "Calculating",
+ "key-calculating-2": "(▼apathetic ▲paranoid)",
+ "key-charismatic-1": "Charismatic",
+ "key-charismatic-2": "(▼cold ▲manipulative)",
+ "key-cold-1": "Cold",
+ "key-cold-2": "(▼brutal ▲friendly)",
+ "key-comical-1": "Comical",
+ "key-comical-2": "(▼serious ▲unhinged)",
+ "key-commanding-1": "Commanding",
+ "key-commanding-2": "(▼deferential ▲controlling)",
+ "key-confident-1": "Confident",
+ "key-confident-2": "(▼Insecure ▲Arrogant)",
+ "key-cool-1": "Cool",
+ "key-cool-2": "(▼Jittery ▲Cold)",
+ "key-curious-1": "Curious",
+ "key-curious-2": "(▼disinterested ▲possessed)",
+ "key-cynical-1": "Cynical",
+ "key-cynical-2": "(▼optimistic ▲nihilist)",
+ "key-dedicated-1": "Dedicated",
+ "key-dedicated-2": "(▼cynical ▲obsessed)",
+ "key-defiant-1": "Defiant",
+ "key-defiant-2": "(▼compliant ▲furious)",
+ "key-determined-1": "Determined",
+ "key-determined-2": "(▼Laid-Back ▲Obsessed)",
+ "key-disciplined-1": "Disciplined",
+ "key-disciplined-2": "(▼loose ▲uptight)",
+ "key-distant-1": "Distant",
+ "key-distant-2": "(▼warm ▲cold)",
+ "key-eccentric-1": "Eccentric",
+ "key-eccentric-2": "(▼ordinary ▲erratic)",
+ "key-enigmatic-1": "Enigmatic",
+ "key-enigmatic-2": "(▼open ▲reclusive)",
+ "key-enthusiastic-1": "Enthusiastic",
+ "key-enthusiastic-2": "(▼apathetic ▲reckless)",
+ "key-erratic-1": "Erratic",
+ "key-erratic-2": "(▼calm ▲chaotic)",
+ "key-fearless-1": "Fearless",
+ "key-fearless-2": "(▼nervous ▲turbulent)",
+ "key-flamboyant-1": "Flamboyant",
+ "key-flamboyant-2": "(▼Demure ▲self-obsessed)",
+ "key-haunted-1": "Haunted",
+ "key-haunted-2": "(▼self-assured ▲tormented)",
+ "key-hopeful-1": "Hopeful",
+ "key-hopeful-2": "(▼cynical ▲content)",
+ "key-idealistic-1": "Idealistic",
+ "key-idealistic-2": "(▼cynical ▲zealous)",
+ "key-insecure-1": "Insecure",
+ "key-insecure-2": "(▼confident ▲anxious)",
+ "key-kind-1": "Kind",
+ "key-kind-2": "(▼cold ▲charitable)",
+ "key-laidback-1": "Laid-Back",
+ "key-laidback-2": "(▼Indifferent ▲Tense)",
+ "key-lonely-1": "Lonely",
+ "key-lonely-2": "(▼Social ▲Loner)",
+ "key-loyal-1": "Loyal",
+ "key-loyal-2": "(▼selfish ▲self-sacrificing)",
+ "key-meticulous-1": "Meticulous",
+ "key-meticulous-2": "(▼sloppy ▲obsessive)",
+ "key-openminded-1": "Open-Minded",
+ "key-openminded-2": "(▼rigid ▲reckless)",
+ "key-passionate-1": "Passionate",
+ "key-passionate-2": "(▼apathetic ▲furious)",
+ "key-playful-1": "Playful",
+ "key-playful-2": "(▼serious ▲unhinged)",
+ "key-professional-1": "Professional",
+ "key-professional-2": "(▼casual ▲heartless)",
+ "key-protective-1": "Protective",
+ "key-protective-2": "(▼cold ▲vengeful)",
+ "key-rational-1": "Rational",
+ "key-rational-2": "(▼irregular ▲uncaring)",
+ "key-reckless-1": "Reckless",
+ "key-reckless-2": "(▼careful ▲chaotic)",
+ "key-romantic-1": "Romantic",
+ "key-romantic-2": "(▼Cynical ▲In-Love)",
+ "key-sad-1": "Sad",
+ "key-sad-2": "(▼Content ▲Miserable)",
+ "key-sardonic-1": "Sardonic",
+ "key-sardonic-2": "(▼grim ▲witty)",
+ "key-sharp-1": "Sharp",
+ "key-sharp-2": "(▼Dulled ▲Searing)",
+ "key-shy-1": "Shy",
+ "key-shy-2": "(▼open ▲withdrawn)",
+ "key-soft-1": "Soft",
+ "key-soft-2": "(▼hard ▲passive)",
+ "key-sophisticated-1": "Sophisticated",
+ "key-sophisticated-2": "(▼modest ▲pretentious)",
+ "key-spiritual-1": "Spiritual",
+ "key-spiritual-2": "(▼cynical ▲obsessed)",
+ "key-stubborn-1": "Stubborn",
+ "key-stubborn-2": "(▼Flexible ▲Pig-Headed)",
+ "key-suspicious-1": "Suspicious",
+ "key-suspicious-2": "(▼Trusting ▲Paranoid)",
+ "key-talkative-1": "Talkative",
+ "key-talkative-2": "(▼quiet ▲long-winded)",
+ "key-tired-1": "Tired",
+ "key-tired-2": "(▼Rejuvenated ▲Defeated)",
+ "key-violent-1": "Violent",
+ "key-violent-2": "(▼merciful ▲vicious)",
+ "key-witty-1": "Witty",
+ "key-witty-2": "(▼serious ▲goofy)",
"keys": "Keys",
"lair": "Base",
- "arclighter": "Arclighter",
- "arclighter_description": "A handheld tool that carries a small reserve of plasmoleum. A flick of the thumb produces a small arc of crackling energy, and with a twist of the dial it turns into a steady beam of light. Used as a flashlight, cigarette lighter, welding torch, or for anything from supercharging firearm rounds, overloading electronic systems, or even jamming into a knife’s hilt to jury-rig a quick electro-blade.",
"lead_a_group_action": "Lead a group action",
"leaking": "Leaking",
"less_effect": "Less Effect",
+ "life_like_appearance": "Lifelike Appearance",
+ "life_like_appearance_description": "Utilizing the latest super-realistic latex, you are masterfully crafted to pass for a living being (unless closely scrutinized).",
"light": "Quiet",
"list_crews": "Hit Squad, Militants, Utopians, Dealers, Shadows, Racers, or Vigilantes.",
"list_playbooks": "Hound, Intellectual, Operative, Paranormalist, Radical, Swinger, Veteran, Ghost/Echo, Hull, Time Traveler from the Future, Time Traveler from the Past, or Vampire.",
"load": "Approach",
"load:": "Load:",
"look": "Look",
+ "loyal_resonance_entity": "Loyal Resonance Entity",
+ "major": "Major",
"mark_xp:": "Marking XP",
+ "marking_xp": "Marking XP",
+ "markxp_blurb": "When all four memories complete, replace first xp trigger with this one:
You worked to free yourself from your owning faction and controller, or you addressed a challenge with your humanity.",
"mastery": "Mastery",
+ "memory1_blurb": "Add a former friend (choose from friends of other players), key, and special ability",
+ "memory2_blurb": "Add a former friend (choose from friends of other players), key, and special ability",
+ "memory3_blurb": "Add a former friend (choose from rivals of other players), key, and special ability",
+ "memory4_blurb": "Remember a rival (someone powerful and dangerous), key, and special ability",
+ "memory_blurb": "Whenever you would mark playbook xp, you can tick a memory clock instead. When the clock is full, fill in the memory. You also remember: One key of your choice, a human contact, and a special ability from another playbook.",
+ "memory_clock": "Memory clock",
+ "memoryclock1": "What was my name and heritage?",
+ "memoryclock2": "What did I leave unfinished?",
+ "memoryclock3": "What was my background? Who or what did I love most in life?",
+ "memoryclock4": "What crime was I sentenced to be Reformed for?",
+ "militants": "Militants",
"minus1d": "-1D",
+ "mortal": "Mortal",
+ "muscle": "Muscle",
"name": "Name",
"need_help": "Critical",
"new_cohort": "New Cohort: 2",
@@ -791,52 +1118,223 @@
"ok": "OK",
"operative": "Operative",
"origin": "Origin",
+ "outside_ride": "Outside Ride: Riding the roof, side, or hood of a moving vehicle, and leaping from vehicle to vehicle.",
+ "owning_faction": "Owning faction",
"paranoid": "Paranoid",
+ "paranormal_assistant": "Paranormal assistant",
+ "paranormal_implements": "Paranormal Implements",
+ "paranormal_implements_description": "A resonance gauge for monitoring resonance field activity. Infrared thermometer. Echo frequency scanner. A small mirror. A vial of ultraplasm. A portable echo containment unit. A resonance disruptor. Safety goggles and gloves. ",
"paranormalist": "Paranormalist",
+ "passing": "Passing",
"personal": "Personal",
+ "personal_mission": "Personal Mission",
+ "placed_explosive": "Placed explosive",
"planning_load": "Planning & Load",
+ "planning_meeting": "Planning Meeting",
"planningdesc": "Choose a plan, provide the opening gambit. Choose your approach (quiet or loud).",
"playbook": "playbook",
+ "playbook_ability_a_room_of_your_own": "A Room of Your Own",
+ "playbook_ability_a_room_of_your_own_description": "You have your own secret little den. You can now put stacks into bank. You have a pet. You can spend a downtime action to look after the pet (describe the lengths you go to), and mark 3 xp in a memory clock (below) of your choice.",
"playbook_ability_a_void_in_the_echo": "Resonance Void",
"playbook_ability_a_void_in_the_echo_description": "You are invisible to resonance entities and may not be harmed by them. Take 2 Stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_advanced_combat_reflexes": "Advanced Combat Reflexes",
+ "playbook_ability_advanced_combat_reflexes_description": "Cybernetic implants and futuristic combat training let you react to threats in a fraction of a second and even dodge bullets. Your bare hands count as a fine weapon. When there's a question about who acts first, the answer is you.",
+ "playbook_ability_advanced_sparkmind": "Advanced Sparkmind",
+ "playbook_ability_advanced_sparkmind_description": "Choose an additional type, or add an edge, or remove a flaw.",
+ "playbook_ability_anatomist": "Anatomist",
+ "playbook_ability_anatomist_dc_downtime_description": "You can Tinker the human body to treat wounds or stabilize the dying. You may Study a sickness or corpse. Everyone in your crew adds +1 tick to their healing clocks in downtime.",
+ "playbook_ability_anatomist_description": "You can Tinker the human body to treat wounds or stabilize the dying. You may Study a sickness or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_ancient_martial_techniques": "Ancient Martial Techniques",
+ "playbook_ability_ancient_martial_techniques_description": "You have been trained in mystical combat arts lost to time. Your bare hands count as a fine weapon. When there's a question about who acts first, the answer is you.",
"playbook_ability_arcane_sight": "Telepathy",
"playbook_ability_arcane_sight_description": "Take 1 Stress to sense beyond human limits. Read a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
"playbook_ability_automaton": "Automaton",
"playbook_ability_automaton_description": "You are a soul powering a robotic body. You have human-like strength and senses, by default. Your frame has built-in armor (this doesn't count for your load). Your former human feelings, interests, and connections are almost entirely gone (you start with no keys). You may be repaired if damaged or destroyed. Whenever you would take Stress, take Drain instead. Choose two frame features.",
- "playbook_ability_retractable_arsenal": "Retractable Arsenal",
- "playbook_ability_retractable_arsenal_description": "Your items are built into your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_beast": "Get Back In There",
+ "playbook_ability_beast_dc_downtime_description": "You were subject to experimental procedures designed to increase the shelf life of frontline soldiers. Permanently fill in two of your healing clock segments.",
+ "playbook_ability_beast_description": "You were subject to experimental procedures designed to increase the shelf life of frontline soldiers. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_cipher": "Cipher",
+ "playbook_ability_cipher_description": "You have a deep cover identity. When you use it, you get +1d to rolls to confuse or deflect suspicion. When you reveal your true identity, the resulting surprise gives you the initiative in the situation (as well as +1d and potency). If your cover identity is blown, create a new one with a 4-segment long-term project.",
+ "playbook_ability_clean": "Clean",
+ "playbook_ability_clean_description": "Twice per score, you may use your precision to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_connected": "Always Hustling",
+ "playbook_ability_connected_description": "Every personal business phase, mark +1 bank, and you may give yourself or another crew member +1 downtime action. What’s your side hustle?",
+ "playbook_ability_control": "Control",
+ "playbook_ability_control_dc_action_description": "Choose one of your action ratings. When you lead a group action using that action, gain 1 Edge, and when you push yourself on behalf of another character during that group action, it only costs 1 stress.",
+ "playbook_ability_control_description": "Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 Stress at most regardless of the number of failed rolls, and you may count multiple 6s from different rolls as a critical.",
+ "playbook_ability_creative_outlet": "Creative Community",
+ "playbook_ability_creative_outlet_description": "You gain a second vice: learning a new creative hobby. What is it? When you indulge this vice by going to class, add +2 to the result, and then create a new friend or rival (classmate or teacher), or develop your relationship with an existing one. These people have no criminal utility, but they might give you a ride or let you lay low at their place in a pinch. When you overindulge, one of these friends is put in danger.",
"playbook_ability_dark_talent": "Dark Majesty",
"playbook_ability_dark_talent_description": "Choose Insight, Prowess, or Resolve. Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dead_drop": "Dead Drop",
+ "playbook_ability_dead_drop_description": "You have access to a bound resonance entity who will leave up to 2 load of items anywhere you need them. The flashback to requesting the item(s) is free, and they’re left anywhere you choose. You can also flashback to an Acquire Asset roll for the items as a free downtime activity.",
+ "playbook_ability_deep_thinker": "Encyclopedic Knowledge",
+ "playbook_ability_deep_thinker_description": "When you push yourself, you can also do one of the following: instantly find a weak point or exploitable pattern in an obstacle—dazzle an audience with your intellect, leaving them confused and distracted.",
+ "playbook_ability_direct_action": "Direct Action",
+ "playbook_ability_direct_action_description": "When you make a desperate roll with either Wreck or Command, you gain both potency and scale. Remember that you can trade position for effect to make almost any action desperate, if you dare.",
"playbook_ability_dissipate": "Dissipate",
+ "playbook_ability_dissipate_dc_action_description": "You can disperse the electroplasmic vapor of your ghostly form in order to slowly pass through solid matter. Take 1 Drain for each additional feature: you do it instantly rather than slowly—anything that passes through your form becomes dangerously electrified or frozen—you slip fully into the resonance field and vanish. If you choose to vanish, you remain fully in the resonance field until you're compelled, or return through an anomaly.",
"playbook_ability_dissipate_description": "You can disperse the vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 Drain when you dissipate, plus 1 Drain for each feature: It lasts longer (a minute—an hour—a day)—you also become invisible—anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_dogged_persistence": "Dogged Persistence",
+ "playbook_ability_dogged_persistence_description": "Twice per score, you may use your tenacity to resist a consequence of exhaustion or mental harm (fear, confusion, losing track of someone) or to push yourself for influencing someone or searching for clues.",
+ "playbook_ability_double_agent": "Double Agent",
+ "playbook_ability_double_agent_dc_downtime_description": "You gain a second backing faction of your choice immediately. You get +2 ticks when working on long-term projects to influence any of your backing factions. How long have you been secretly building this relationship? Does your first backing faction know about it?",
+ "playbook_ability_double_agent_description": "You gain a second backing faction of your choice immediately. You get +2d when working on long-term projects to influence any of your backing factions. How long have you been secretly building this relationship? Does your first backing faction know about it?",
+ "playbook_ability_echo_chamber": "Echo Chamber",
+ "playbook_ability_echo_chamber_description": "The resonance echoes of the downtrodden are drawn to you, and when you open yourself to them, your poetry reverberates with their power. Whenever you loudly recite poetry, a crowd gathers to listen (if possible). When you use poetry as a means to an end, take +1d, and gain potency dealing with the paranormal.",
+ "playbook_ability_echo_fighter": "Echo Fighter",
+ "playbook_ability_echo_fighter_description": "Thanks to special training, you may engage enemies in combat with nothing but your mind. You gain potency in combat vs. the paranormal. You can attempt to read people’s next intentions.",
+ "playbook_ability_echo_walker": "Echo Walker",
+ "playbook_ability_echo_walker_description": "Pay 2 Stress to step into the resonance field and disappear. Reappear at a moment of your choice, wherever you want (you have to be able to move there physically). When you reappear you are so cold (level 1 harm, can be resisted).",
"playbook_ability_energy_beam": "Energy Beam",
"playbook_ability_energy_beam_description": "You may release some of your energy as an electric shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a resonance entity. Take 1 Drain for each level of magnitude.",
+ "playbook_ability_extrasensory_perception": "Extrasensory Perception",
+ "playbook_ability_extrasensory_perception_description": "Twice per score, you may use your sixth sense to resist a paranormal consequence, or to push yourself when you deal with paranormal forces.",
+ "playbook_ability_feral_whispers": "Feral Whispers",
+ "playbook_ability_feral_whispers_description": "You can Attune to animals to have them do your bidding.",
+ "playbook_ability_fixer": "Fixer",
+ "playbook_ability_fixer_dc_downtime_description": "During downtime, reduce Heat by 1. You get +1 Quality when you Acquire. When incarcerated, take +1d to any real time prison rolls, or take +2d to a prison time skip roll.",
+ "playbook_ability_fixer_description": "During downtime, you get +1 result level when you Acquire Asset or Reduce Heat. When incarcerated, take +1d to any real time prison rolls, or take +2d to a prison time skip roll.",
+ "playbook_ability_forbidden_science": "Forbidden Science",
+ "playbook_ability_forbidden_science_description": "You can use a downtime action to perform a paranormal experiment to manifest a supernatural effect or being. Gain one free downtime action to perform such experiments.",
"playbook_ability_frame_upgrade": "Frame Upgrade",
"playbook_ability_frame_upgrade_description": "Choose two additional frame features. This trait may be taken twice.",
+ "playbook_ability_future_shock": "Future Shock",
+ "playbook_ability_future_shock_dc_advancement_description": "You are a visitor from the future, here on an important mission. Your mind starts muddled from the time travel process. Whenever you pay 2 xp clocks for a new Time Traveler trait, also take a versatile ability from another playbook (reflecting your former life and experiences), and take another temporal glitch, and note down a new detail of your mission. You burn brightly but briefly. Make the most of your time here.",
+ "playbook_ability_future_shock_description": "You are a visitor from the future, here on an important mission. Your mind starts muddled from the time travel process. Every time you fill your playbook xp, you gain clarity—choose a new Time Traveler trait and a versatile ability from another playbook (reflecting your former life and experiences), and take another temporal glitch, and note down a new detail of your mission. You burn brightly but briefly. Make the most of your time here.",
"playbook_ability_ghost_form": "Resonance Echo",
"playbook_ability_ghost_form_description": "You are now a psychedelic being of swirling multicolored vapor that resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to paranormal powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You change the temperature around you and are mind-bending for the living to behold. You are affected by spiritbane charms (take 2 Drain to overcome the repulsion), but not many people still carry these. You have less effect under the light of bluetime. Whenever you would take Stress, take Drain instead. When you would deadlock a key, choose an echo irregularity instead.",
+ "playbook_ability_got_your_back": "Got Your Back",
+ "playbook_ability_got_your_back_dc_action_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? What's our best escape route? When you protect or cover someone, take +1d to your rolls.",
+ "playbook_ability_got_your_back_description": "When you protect a teammate, clear 1 Stress and take +1d to any resistance rolls.",
+ "playbook_ability_haunted_by_the_past": "Haunted by the Past",
+ "playbook_ability_haunted_by_the_past_dc_advancement_description": "You are a visitor from the past, here on an important mission. Your mind starts muddled from the time travel process. Whenever you pay 2 xp clocks for a new Time Traveler trait, also take an ability from one of the Blades in the Dark playbooks, and take another temporal glitch, and note down a new detail of your mission. You burn brightly but briefly. Make the most of your time here.",
+ "playbook_ability_haunted_by_the_past_description": "You are a visitor from the past, here on an important mission. Your mind starts muddled from the time travel process. Every time you fill your playbook xp, you gain clarity—choose a new Time Traveler trait and an ability from one of the Blades in the Dark playbooks, and take another temporal glitch, and note down a new detail of your mission. You burn brightly but briefly. Make the most of your time here.",
+ "playbook_ability_hounds_instincts": "Hound's Instincts",
+ "playbook_ability_hounds_instincts_description": "When you push yourself, you can also do one of the following: figure out where to go next, even with zero leads—make someone stop and listen to you for a few moments, no matter how unlikely it is.",
+ "playbook_ability_in_the_groove": "Groove Machine",
+ "playbook_ability_in_the_groove_description": "You always know where the nearest music is playing and when you start dancing, others feel compelled to join. When you take action while moving it on the dance floor, take +1d and potency.",
+ "playbook_ability_in_too_deep": "In Too Deep",
+ "playbook_ability_in_too_deep_dc_action_description": "Once per score, you can Consort with an NPC to form an intimate bond. If you have such a bond with someone involved in a score, you get +1d and +1 rank to any actions dealing with them.",
+ "playbook_ability_in_too_deep_description": "Once per score, you can Consort with an NPC to form an intimate bond. If you have such a bond with someone involved in a score, you get +1d and potency to any actions dealing with them.",
+ "playbook_ability_infiltrator": "Clean",
+ "playbook_ability_infiltrator_description": "Twice per score, you may use your precision to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_insomniac": "High-Functioning Insomniac",
+ "playbook_ability_insomniac_description": "During downtime, you get two ticks to distribute among any long-term project clocks that involve research, investigation, or crafting.",
"playbook_ability_interface": "Interface",
"playbook_ability_interface_description": "You may Attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_just_a_scratch": "Just a Scratch",
+ "playbook_ability_just_a_scratch_description": "Harm doesn’t slow you down during a score, and never factors into effect (level 4 harm is still fatal, and you still roll for harm complications). You gain potency when you Consort with someone who has caused you to mark harm.",
+ "playbook_ability_leadership": "Leadership",
+ "playbook_ability_leadership_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain increased effect and 1 armor.",
+ "playbook_ability_learn_hard_way": "Learn the Hard Way",
+ "playbook_ability_learn_hard_way_description": "Whenever you take harm, clear an amount of Stress equal to the harm level, and it counts as a successful gather information roll (with a level of detail equal to the harm level). The GM will tell you what you learn.",
"playbook_ability_manifest": "Manifest",
+ "playbook_ability_manifest_dc_action_description": "Take 1 Drain to flow through the electroplasmic pathways of the resonance field to instantaneously travel to one of the following: anywhere within 100 paces—the closest anomaly (which may or may not be geographically close in the physical world)—any place you knew intimately in life.",
"playbook_ability_manifest_description": "Take 1 Drain to flow through the electroplasmic pathways of the resonance field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call when compelled.",
- "playbook_ability_powerhouse": "Powerhouse",
- "playbook_ability_powerhouse_description": "Take 1 Drain to perform a feat of extreme strength or speed (run faster than an autopod, rend metal with your hands, etc.). This factors into effect.",
+ "playbook_ability_medium": "Medium",
+ "playbook_ability_medium_description": "You can communicate with all paranormal entities, even those not present in the physical realm. Take +1d and potency when you do.",
+ "playbook_ability_mentalist": "Mentalist",
+ "playbook_ability_mentalist_dc_action_description": "You can deduce trivial details about anyone. Study them to reveal their current intentions as well as a deep desire they’re keeping secret or didn’t even know they had; gain +1d and +1 rank when acting on this information.",
+ "playbook_ability_mentalist_description": "You can deduce trivial details about anyone. Study them to reveal their current intentions as well as a deep desire they’re keeping secret or didn’t even know they had; gain +1d and potency when acting on this information.",
+ "playbook_ability_military_discipline": "Military Discipline",
+ "playbook_ability_military_discipline_description": "Twice per score, you may use your training to resist harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_multi_dimensional": "Multi-Dimensional",
+ "playbook_ability_multi_dimensional_description": "Unmoored in time, you can tap into the knowledge and experiences of yourself from alternate timelines. Attune to instantly \"remember\" a new skill or experience (e.g. piloting an airship, speaking another language, knowing how to relate to wealthy aristocrats).",
+ "playbook_ability_pamphleteer": "Pamphleteer",
+ "playbook_ability_pamphleteer_description": "You can publish revolutionary literature as a 4-segment long-term project. Name each work. Once complete, a published work can tick another long-term project clock related to the revolution, once per downtime (maximum of four such works may be in effective circulation). If you die or get imprisoned, each work adds two ticks.",
+ "playbook_ability_parapsychology": "Parapsychology",
+ "playbook_ability_parapsychology_dc_action_description": "You're immune to the terror that paranormal entities inflict on sight. Add +1d when you roll against fear or hesitation. During downtime, add +1 tick to investigations into the paranormal.",
+ "playbook_ability_parapsychology_description": "You're immune to the terror that paranormal entities inflict on sight. Take +1d to resistance rolls with Resolve. Take +1d when you gather info about the paranormal.",
+ "playbook_ability_party_animal": "Party Animal",
+ "playbook_ability_party_animal_dc_downtime_description": "When you Indulge Vice, you can invite an ally to join you. They do not need to spend their own Stack, and they cannot overindulge (although you can).",
+ "playbook_ability_party_animal_description": "When you Indulge Vice, you can invite an ally to join you. They do not need to spend their own downtime action, and lose the same Stress that you do. One time during the next score, they can assist you once for free.",
+ "playbook_ability_pocket_dimension": "Pocket Dimension",
+ "playbook_ability_pocket_dimension_description": "Take 2 Instability to step out of this timeline for a few minutes, disappearing instantly before reappearing in the same place. Take 1 Instability for each additional feature: it lasts for up to an hour rather than a few minutes—you reappear in a visible location of your choice—you also take anyone you're touching.",
+ "playbook_ability_polemicist": "Polemicist",
+ "playbook_ability_polemicist_description": "When you push yourself, you can also do one of the following: whip a crowd into a righteous fury—shame a powerful figure into silence or retreat.",
"playbook_ability_poltergeist": "Poltergeist",
+ "playbook_ability_poltergeist_dc_action_description": "Take 1 Drain to strongly interact with the physical world for a few minutes (as if you had a normal body). Take 1 Drain for each extra feature: The effect persists for a few hours—You project telekinetic force equal in strength to a small gang—You channel damaging electroplasmic energy all around you—You emit horrifying sounds and chilling fog to terrify those around you.",
"playbook_ability_poltergeist_description": "Take 1 Drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more Drain (2-6).",
"playbook_ability_possess": "Possess",
"playbook_ability_possess_description": "You may Attune to the resonance field in order to take control of a living body. When your control is challenged, you must re-Attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume resonance energy from the host—when paranormal powers act against you—when the host's will is driven to desperation. You may easily and indefinitely possess a hollow or hull that has been prepared for you. If it's a hollow, switch to the Vampire playbook. If hull, switch to the Hull playbook, keeping your previous action ratings. Immediately take one Hull trait, and fill two memory clocks (choose from your previous character's special abilities instead of rolling randomly). To remember more than what those two clocks give you will require filling more memory clocks, as usual.",
+ "playbook_ability_powerhouse": "Powerhouse",
+ "playbook_ability_powerhouse_description": "Take 1 Drain to perform a feat of extreme strength or speed (run faster than an autopod, rend metal with your hands, etc.). This factors into effect.",
+ "playbook_ability_praxis": "Praxis",
+ "playbook_ability_praxis_dc_advancement_description": "If you loudly and visibly destroy a symbolic target during a score, gain +2 result ticks to any long-term project clocks related to your revolutionary work during the following personal business phase.",
+ "playbook_ability_praxis_description": "If you loudly and visibly destroy a symbolic target during a score, gain +2 result levels to any long-term project rolls related to your revolutionary work during the following personal business phase.",
+ "playbook_ability_precognition": "Precognition",
+ "playbook_ability_precognition_dc_action_description": "Two times per score, you can add +1d to a teammate's roll, or invoke a flashback without paying Stress. Tell us how you prepared for this in advance.",
+ "playbook_ability_precognition_description": "Two times per score, you can assist a teammate without paying Stress. Tell us how you prepared for this in advance.",
+ "playbook_ability_psionics": "Psionics",
+ "playbook_ability_psionics_description": "When you push yourself, you can also do one of the following: communicate without words—view another location clairvoyantly—temporarily increase your strength and speed—mentally interface with technology.",
+ "playbook_ability_psychokinesis": "Psychokinesis",
+ "playbook_ability_psychokinesis_description": "When you push yourself, you can also do one of the following: levitate for a short time—violently push or pull objects through the air.",
+ "playbook_ability_quantum_displacement": "Quantum Displacement",
+ "playbook_ability_quantum_displacement_description": "Take 1 Instability to teleport anywhere you can see.",
+ "playbook_ability_researcher": "Researcher",
+ "playbook_ability_researcher_description": "Twice per score, you may use your research to resist a consequence of fatigue, weakness, or resonance effects, or to push yourself when working with technical skill or handling resonance objects.",
+ "playbook_ability_resonance_projection": "Echo Projection",
+ "playbook_ability_resonance_projection_description": "Pay 2 Stress to become a radiant being of crackling energy. While in this mode, you count as wearing armor, your physical attacks gain potency, and you can push yourself to shoot arcs of electroplasmic lightning. The projection drops at the end of the scene (or pay 2 Stress to continue for another scene). When you drop the projection, take the level 2 harm Drained and the GM will tick a clock of their choice (you may resist these consequences). If you take this ability a second time, the GM will not tick a clock.",
+ "playbook_ability_resurrection_of_the_flesh": "Resurrection of the Flesh",
+ "playbook_ability_resurrection_of_the_flesh_description": "Take 5 Instability to reverse the timeline of your physical body to a pre-injured state. Clear all harm.",
+ "playbook_ability_retractable_arsenal": "Retractable Arsenal",
+ "playbook_ability_retractable_arsenal_description": "Your items are built into your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_save_and_reload": "Save and Reload",
+ "playbook_ability_save_and_reload_description": "Take 5 Instability to rewind the timeline of your physical body to a pre-injured state. Clear all harm.",
+ "playbook_ability_shadow_walk": "Shadow Walk",
+ "playbook_ability_shadow_walk_description": "Take 1 Instability to teleport anywhere you can see.",
+ "playbook_ability_side_hustles": "Improviser",
+ "playbook_ability_side_hustles_description": "When you push yourself, you can also do one of the following: claim to be anyone and others will consider the possibility, no matter how outlandish—plunge blindly in an unexpected direction and find a new path.",
"playbook_ability_sinister_guile": "Sinister Guile",
+ "playbook_ability_sinister_guile_dc_downtime_description": "During downtime, you get 2 additional free downtime activities.",
"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_feral_whispers": "Feral Whispers",
- "playbook_ability_feral_whispers_description": "You can Attune to animals to have them do your bidding.",
+ "playbook_ability_sleeper_agents": "Sleeper Agents",
+ "playbook_ability_sleeper_agents_description": "Once per score, pay 2 Stress and nominate a minor NPC. They’ve been working for you this whole time.",
+ "playbook_ability_smooth": "Smooth",
+ "playbook_ability_smooth_description": "Twice per score, you may use your mojo to resist a consequence of suspicion or social faux pas, or to push yourself when talking your way out of a tight spot or driving under pressure.",
+ "playbook_ability_solidarity": "Fellow Travelers",
+ "playbook_ability_solidarity_description": "In any scene with more than one NPC, ask the GM which of them are sympathetic to your cause. It’s always at least one, but often a few, many, or sometimes all of them.",
+ "playbook_ability_sorcery": "Sorcery",
+ "playbook_ability_sorcery_description": "When you push yourself, you can also do one of the following: communicate without words—view another location clairvoyantly—temporarily increase your strength and speed—supernaturally interface with electroplasmic technology.",
+ "playbook_ability_step_into_the_void": "Step into the Void",
+ "playbook_ability_step_into_the_void_description": "Take 2 Instability to step out of this timeline for a few minutes, disappearing instantly before reappearing in the same place. Take 1 Instability for each additional feature: it lasts for up to an hour rather than a few minutes—you reappear in a visible location of your choice—you also take anyone you're touching.",
"playbook_ability_terrible_power": "Terrible Power",
"playbook_ability_terrible_power_description": "Take 1 Stress to perform a feat of superhuman strength or speed (run faster than an autopod, bend steel with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_third_eye_opened": "Third Eye Opened",
+ "playbook_ability_third_eye_opened_description": "You’re always aware of resonance entities in your vicinity. You can Attune to the resonance field to force a nearby entity to appear and obey a command you give it.",
+ "playbook_ability_total_dedication": "Total Dedication",
+ "playbook_ability_total_dedication_description": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_true_believer": "True Believer",
+ "playbook_ability_true_believer_description": "Twice per score, you may use your conviction to resist a consequence of law-breaking (being arrested or hassled by Bluecoats, etc.) or to push yourself when fighting for your ideology.",
+ "playbook_ability_try_not_break_it": "Try Not to Break It This Time",
+ "playbook_ability_try_not_break_it_description": "Any flashbacks to give another crew member just the right gadget before the score cost 0 Stress. Gain one free downtime action to craft such a gadget in a flashback.",
+ "playbook_ability_twice_the_fun": "Echo Twin",
+ "playbook_ability_twice_the_fun_description": "There’s an alternate version of you in the resonance field, ghostly and glitched out. Take 2 Stress to summon them for a few moments, plus 1 Stress for each additional feature: They last for a scene rather than a few minutes—they appear completely stable and solid—they obey your instructions to the letter.",
+ "playbook_ability_unalloyed_genius": "Unalloyed Genius",
+ "playbook_ability_unalloyed_genius_dc_action_description": "When you craft an invention, take +1 Quality level. Invention clocks start with 1 segment already filled.",
+ "playbook_ability_unalloyed_genius_description": "When you craft an invention, take +1 result level to the roll. Invention clocks start with 1 segment already filled.",
"playbook_ability_undead": "Vampire",
"playbook_ability_undead_description": "You are a resonance echo who animates an undying body. Your deadlocks are maxed out. Choose four that reflect your vampiric nature. Paranormal attacks are potent against you. If you suffer mortal harm or another deadlock, you are overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer paranormal harm while in this state, you are destroyed utterly. Your xp tracks are longer (you now advance more slowly). You have more Stress boxes.",
"playbook_ability_versatile": "Versatile",
"playbook_ability_versatile_description": "Choose a special ability from another source (can be taken more than once).",
+ "playbook_ability_walking_arsenal": "Walking Arsenal",
+ "playbook_ability_walking_arsenal_description": "Your load limit is always 2 higher than normal (5 for a Quiet approach, 8 for Loud). Pull out another 1-load gun at any time, no matter how many you’ve already used. Each additional gun of its type (after the first) is 0 load.",
+ "playbook_ability_war_machine": "War Machine",
+ "playbook_ability_war_machine_description": "When you push yourself, you can also do one of the following: sweep and secure a large area single-handedly and without pausing—engage an improbable number of enemies in a ballet of violence.",
+ "playbook_ability_weird_pet": "Echo Pet",
+ "playbook_ability_weird_pet_dc_action_description": "Your pet is imbued with anomalous resonance. It gains +1 rank when tracking or fighting the paranormal, and gains a paranormal ability: time-glitching, mind-link, or mirror-field. Take this ability again to choose an additional paranormal ability for your pet.",
+ "playbook_ability_weird_pet_description": "Your pet is imbued with anomalous resonance. It gains potency when tracking or fighting the paranormal, and gains a paranormal ability: time-glitching, mind-link, or mirror-field. Take this ability again to choose an additional paranormal ability for your pet.",
+ "playbook_ability_wetwork": "Wetwork",
+ "playbook_ability_wetwork_description": "When you push yourself, you can also do one of the following: make an improbable shot at extreme distance or with extreme speed—perform a feat of athletics that verges on the superhuman.",
+ "playbook_ability_wing_it": "Here Goes Nothing",
+ "playbook_ability_wing_it_description": "Take 2 Stress to roll your Sway or Consort rating while performing a different action. Use a free flashback to reveal who you convinced to teach you this particular technique or approach.",
+ "playbook_ability_yeah_baby": "Yeah, Baby",
+ "playbook_ability_yeah_baby_description": "When you agree to an NPC’s proposal, even though it complicates the crew’s goals, everyone else on the crew marks 1 xp while you clear 3 Stress.",
"playbook_advancement": "Playbook Advancement",
"playbook_description": "A short playbook description",
+ "playbook_gadgets": "Gadgets",
+ "playbook_gadgets_description": " You can create gadgets in a flashback and track their load here. If they're simple, just the flashback may be enough. More ambitious gadgets might require you spend a downtime action crafting them (additional downtime actions cost 1 stack).",
"playbook_ghost_description": "A Resonance Echo Adrift Without A Body",
"playbook_ghost_friends_title": "Enemies & Rivals",
"playbook_ghost_xp_condition": "You exacted vengeance upon those whom you deem deserving.",
@@ -853,15 +1351,132 @@
"playbook_hull_description": "The Soul Of A Condemned Criminal Trapped In A Robot Body",
"playbook_hull_friends_title": "Contacts",
"playbook_hull_xp_condition": "You obeyed orders, or addressed a challenge with cold simplicity.",
- "playbook_item_fine_autopod": "Fine autopod",
- "playbook_item_vial_of_rare_drug": "Vial of rare & exotic drug",
+ "playbook_intellectual_description": "A Brilliant Engineer, Scientist, And Philosopher",
+ "playbook_intellectual_friend_0": "Faden, an innovative doctor",
+ "playbook_intellectual_friend_1": "Ackhurst, a professor (fired)",
+ "playbook_intellectual_friend_2": "Penny, a debauched theorist",
+ "playbook_intellectual_friend_3": "OLEK, a rogue sparkmind",
+ "playbook_intellectual_friend_4": "Jarris, an escaped test subject",
+ "playbook_intellectual_friends_title": "Brilliant Friends",
+ "playbook_intellectual_xp_condition": "You addressed a challenge with technical skill or cleverness.",
+ "playbook_item_bandolier": "Bandolier",
+ "playbook_item_bandolier_description": "A strap worn across the body, fitted with specially-padded pouches to hold three explosives or bombs. When you employ an item from the bandolier, choose one from the list (or one of your own custom-made explosives). During downtime, you automatically refill your bandoliers, so long as you have reasonable access to a supplier or workshop.",
+ "playbook_item_binoculars": "Binoculars",
+ "playbook_item_binoculars_description": "See distant objects with greater clarity and detail. Amazing.",
+ "playbook_item_coilgun": "Heavy Coilgun (HAC50)",
+ "playbook_item_coilgun_description": "A military-grade assault rifle with detachable magazine. Loud and devastating.",
+ "playbook_item_concealed_shooter": "Fine concealed shooter",
+ "playbook_item_concealed_shooter_description": "A semi-automatic handgun with a modest calibre. It’s very difficult to detect on your person, even if you’re searched.",
"playbook_item_demonbane_charm": "Demonbane charm",
+ "playbook_item_electroplasmic_ammo": "Electroplasmic ammo",
+ "playbook_item_experimental_laser_cannon": "Experimental laser cannon",
+ "playbook_item_experimental_laser_cannon_description": "A plasmoleum-fueled device that generates a continuous beam of electroplasmic radiation. A dangerous and potentially unstable weapon that will incinerate pretty much anything it's pointed at.",
+ "playbook_item_fine_antiquated_pistol": "Fine antiquated pistol",
+ "playbook_item_fine_autopod": "Fine autopod",
+ "playbook_item_fine_blade_jira_forged": "Fine blade (Jira-forged)",
"playbook_item_fine_clothes_&_jewelry": "Fine clothes & jewelry",
+ "playbook_item_fine_clothes_&_jewelry_description": "A fabulous outfit with a flattering cut, in the latest style. Sure to impress. If you’re carrying this item as a second outfit to change into, it counts as 2 load.",
"playbook_item_fine_clothes_and_accoutrements": "Fine clothes and accessories",
+ "playbook_item_fine_disguise": "Fine disguise",
+ "playbook_item_fine_disguise_description": "A state-of-the-art disguise of one specific person. Includes clothing as well as a super-realistic latex mask and wig. Could fool their own family, assuming you're roughly the same height and build. If you’re carrying this item as a second outfit to change into, it counts as 2 load.",
+ "playbook_item_fine_echo_containment_unit": "Fine echo containment unit",
+ "playbook_item_fine_echo_containment_unit_description": "A device used to hold a single resonance entity for containment and safe transport. Designed for Class I - IV resonance entities. Not advised for Class V or above.",
+ "playbook_item_fine_hacking_tools": "Fine tinkering tools",
+ "playbook_item_fine_laser_pistol": "Fine future pistol",
+ "playbook_item_fine_melee_weapon": "Heat blade",
+ "playbook_item_fine_melee_weapon_description": "The latest in military technology, an advanced electro-blade that superheats to red hot intensity. Can cut through steel. Well balanced and deadly.",
"playbook_item_fine_personal_weapon": "Fine personal weapon",
+ "playbook_item_fine_plasma_blade": "Fine plasma blade",
+ "playbook_item_fine_resonance_gauge": "Fine resonance gauge",
+ "playbook_item_fine_resonance_gauge_description": "A handheld device that measures resonance in its vicinity. Can be used to detect paranormal activity and locate resonance entities.",
"playbook_item_fine_shadow_cloak": "Fine shadow cloak",
+ "playbook_item_fine_silenced_shooter": "Fine silenced shooter",
+ "playbook_item_fine_silenced_shooter_description": "A finely-made semi-automatic handgun with a modest calibre. Quiet as a whisper.",
+ "playbook_item_fine_sniper_rifle": "Fine sniper rifle",
+ "playbook_item_fine_sniper_rifle_description": "A high-powered sniper rifle complete with silencer. Deadly at long range, unwieldy in close quarters",
+ "playbook_item_fine_snubnosed_handcannon": "Fine snub-nosed handcannon",
+ "playbook_item_fine_snubnosed_handcannon_description": "Maybe you're no great shot, but this thing packs a hell of a punch and can be concealed in a pocket.",
"playbook_item_fine_tinkering_tools": "Fine tinkering tools",
+ "playbook_item_fine_twoseat_autopod": "Fine two-seat autopod",
+ "playbook_item_fine_twoseat_autopod_description": "The latest model. Is it built for racing, impressing, or surprising your enemies?",
+ "playbook_item_focus_pills": "Pocketful of focus pills",
+ "playbook_item_focus_pills_description": "For when you need steady hands, an alert mind, and laser-like concentration. Highly addictive; tick a 4-segment addiction clock when used (this can be resisted). If the clock fills, you no longer get any benefit from the pills but have to take them every score anyway or suffer the moderate harm 'withdrawal symptoms'. Once this harm is taken, reset the addiction clock.",
+ "playbook_item_forcefield_device": "Force field device",
+ "playbook_item_gogo_pills": "Pocketful of go-go pills",
+ "playbook_item_gogo_pills_description": "Xantara Pharm's finest uppers, for when you need pure, explosive energy. You'll run your mouth (what do you say that you didn't mean to?), and take the passing harm 'jittery' when they wear off (these consequences can be resisted).",
+ "playbook_item_grenades": "A few grenades",
+ "playbook_item_grenades_description": "They go boom.",
+ "playbook_item_hallucinogenic_pills": "Pocketful of hallucinogenic pills",
+ "playbook_item_hallucinogenic_pills_description": "Induces a psychedelic state, altering the user's fundamental perception of reality. They partially lose control of their body, becoming confused and disoriented (moderate harm, may be resisted). Some find that this state frees their true consciousness, allowing deep spiritual connection to take place; may improve the effect of actions relating to attunement.",
+ "playbook_item_hipflask": "Hipflask of the good stuff",
+ "playbook_item_hipflask_description": "Numb pain, clean wounds, or bond with new friends. What's engraved on the outside?",
+ "playbook_item_holo_projector": "Holo-projector",
+ "playbook_item_invitation_to_the_party": "An invitation to the party",
+ "playbook_item_invitation_to_the_party_description": "Everybody knows it's not a party if you're not invited.",
+ "playbook_item_lmc": "Submachine Coilgun (SMC)",
+ "playbook_item_lmc_description": "A military-grade firearm noted for its compact size and rapid-fire capability.",
+ "playbook_item_loyal_clever_pet": "A loyal, clever pet",
+ "playbook_item_loyal_clever_pet_description": "Companion might be a better word - a hunter. They never let you down (except when they do). Did you choose them, or did they choose you?",
+ "playbook_item_loyal_resonance_entity": "Loyal resonance entity",
+ "playbook_item_loyal_resonance_entity_description": "How did you come by this entity, and why do they help you? Are they the echo of a human or... something else? Cohort (Expert: Paranormal Assistant).",
+ "playbook_item_mysterious_ghost_key": "Mysterious ghost key",
+ "playbook_item_mysterious_tape_reel": "Mysterious tape reel",
+ "playbook_item_nondescript_clothes": "Nondescript change of clothes",
+ "playbook_item_nondescript_clothes_description": "An outfit of perfectly ordinary cut, for blending in with the crowd of whatever district you're in.",
+ "playbook_item_powerful_mechanical_limb": "Powerful mechanical limb",
+ "playbook_item_provocative_manifesto": "Provocative manifesto",
+ "playbook_item_provocative_manifesto_description": "A short punchy document declaring the views, motives, and intentions of a political movement. Has the potential to incite a crowd, or to enrage the authorities.",
+ "playbook_item_psychic_amplification_device": "Psychic amplification device",
+ "playbook_item_psychic_amplification_device_description": "An experimental piece of equipment that focuses the wearer's paranormal abilities. Also affords some measure of protection against paranormal assault. What does yours look like; is it a helmet, a circlet, a glove or gauntlet, or something else? Did you invent it yourself, or acquire it some other way?",
+ "playbook_item_resonance_accelerator_pack": "Resonance accelerator pack",
+ "playbook_item_resonance_accelerator_pack_description": "A handheld particle-thrower connected to a backpack-sized resonance accelerator. Blasts a stream of highly focused, polarized electroplasmic energy. Suitable for grappling with a resonance entity and dragging it into a containment unit.",
+ "playbook_item_rf_handset": "RF radio handset",
+ "playbook_item_rf_handset_description": "A resonance field radio. A small handheld unit tuned to a secure frequency.",
+ "playbook_item_sleeping_pills": "Pocketful of sleeping pills",
+ "playbook_item_sleeping_pills_description": "If someone takes a few of these pills they'll quickly fall unconscious for at least an hour. The victim’s sleep isn’t paranormal, but it is deep — they can only be roused with some effort.",
+ "playbook_item_sparkmind_assistant_description": "Sparkminds are a form of artificial intelligence, utilizing a matrix of circuits and chips to harness the raw intellect of a resonance entity. Where did you get yours? Did you invent it, steal it, or something else? ",
"playbook_item_spiritbane_charm": "Spiritbane charm",
+ "playbook_item_tiny_tracking_device": "Tiny tracking device",
+ "playbook_item_tiny_tracking_device_description": "A small tracking device (adhesive and/or magnetic) and a handheld gadget that show the device's current location. Works reliably up to a distance of two city districts away.",
+ "playbook_item_truth_serum": "Truth serum syringe",
+ "playbook_item_truth_serum_description": "Delivers one dose of a truth serum. The victim becomes delirious and suggestible for up to an hour, open to answering all sorts of questions.",
+ "playbook_item_vial_of_rare_drug": "Vial of rare & exotic drug",
+ "playbook_operative_description": "A Stealthy And Clandestine Professional",
+ "playbook_operative_friend_0": "Harani Ankhayat, a diplomat",
+ "playbook_operative_friend_1": "Percy, a cat burglar",
+ "playbook_operative_friend_2": "Tailor, a handler",
+ "playbook_operative_friend_3": "Bowman, an undersecretary",
+ "playbook_operative_friend_4": "Karla, a field agent",
+ "playbook_operative_friends_title": "Covert Friends",
+ "playbook_operative_xp_condition": "You addressed a challenge with stealth or subterfuge.",
+ "playbook_paranormalist_description": "A Maverick Thinker And Visionary",
+ "playbook_paranormalist_friend_0": "Goodridge, an archivist",
+ "playbook_paranormalist_friend_1": "Warley, a mind traveler",
+ "playbook_paranormalist_friend_2": "Scurlock, a recluse",
+ "playbook_paranormalist_friend_3": "Chime, an old whisper",
+ "playbook_paranormalist_friend_4": "Padeen, a Strelai operative",
+ "playbook_paranormalist_friends_title": "Strange Friends",
+ "playbook_paranormalist_xp_condition": "You addressed a challenge with knowledge or paranormal power.",
+ "playbook_radical_description": "An Agitator — Incendiary In Every Sense",
+ "playbook_radical_friend_0": "Vuko, a union rep",
+ "playbook_radical_friend_1": "Plundell, a surgeon (& bad poet)",
+ "playbook_radical_friend_2": "Delyan, a fireworks technician",
+ "playbook_radical_friend_3": "Stoker, a fearless journalist",
+ "playbook_radical_friend_4": "Russo, a maverick artist",
+ "playbook_radical_friends_title": "Zealous Friends",
+ "playbook_radical_xp_condition": "You addressed a challenge with persuasion or mayhem.",
+ "playbook_sparkmind_assistant": "Sparkmind assistant",
+ "playbook_swinger_description": "A Wheeler And Dealer — The Life Of The Party",
+ "playbook_swinger_friend_0": "Revel, a drug dealer",
+ "playbook_swinger_friend_1": "Una Bell, a socialite",
+ "playbook_swinger_friend_2": "Three-Fingers, a lounge singer",
+ "playbook_swinger_friend_3": "Honest Stev, an autopod mechanic",
+ "playbook_swinger_friend_4": "Noleburn, a politician",
+ "playbook_swinger_friends_title": "Fun Friends",
+ "playbook_swinger_xp_condition": "You addressed a challenge with charm or quick thinking.",
+ "playbook_time_traveler_description": "A Voyager Visiting This Era on an Important Mission",
+ "playbook_time_traveler_xp_condition": "You addressed a challenge with fearless conviction or lateral thinking.",
+ "playbook_time_traveler_xp_condition3": "You struggled with issues stemming from a temporal glitch.",
"playbook_vampire_description": "A Resonance Echo Animating An Undying Body",
"playbook_vampire_friend_0": "Blackwood, a chauffeur",
"playbook_vampire_friend_1": "Carter, a bodyguard",
@@ -871,13 +1486,36 @@
"playbook_vampire_friends_title": "Dark Servants (start with two)",
"playbook_vampire_xp_condition": "You displayed your dominance or slayed without mercy.",
"playbook_vampire_xp_condition3": "You struggled with issues stemming from a deadlock or stricture.",
+ "playbook_veteran_description": "A Battered Soldier Returned From The Front",
+ "playbook_veteran_friend_0": "Brackley, a deserter",
+ "playbook_veteran_friend_1": "Professor, a rough sleeper",
+ "playbook_veteran_friend_2": "Fellows, an army officer",
+ "playbook_veteran_friend_3": "Grunt, a back-alley doctor",
+ "playbook_veteran_friend_4": "Tiptree, a hitwoman",
+ "playbook_veteran_friends_title": "Difficult Friends",
+ "playbook_veteran_xp_condition": "You addressed a challenge with violence or discipline.",
"position": "Position",
+ "present_1": "1. What was the mistake?",
+ "present_2": "2. Why has it been dormant?",
+ "present_3": "3. Why did you choose this crew?",
+ "present_4": "4. What terrible thing is about to happen?",
+ "prevent_terrible_future": "Prevent a Terrible Future",
+ "prevent_terrible_future_blurb": "You come from a future where things went bad; you’ve come back to stop that happening.",
+ "product_qualities": "Enlightening / Dangerous—Upper / Downer / Psychedelic / Sophisticated / Unusual",
"progress_clock": "progress clock",
"protect_a_teammate": "Protect a teammate",
"prowess": "Prowess",
"prowess_description": "Resist consequences from physical strain or injury.",
"prowl": "Prowl",
"prowl_description": "Prowl about unseen and traverse obstacles; climb, swim, run, jump, and tumble. Ambush with close violence — a backstab, throat cutting, black-jack, etc.",
+ "proximity_mine": "Proximity mine",
+ "psychedelic_mist": "Psychedelic mist",
+ "pumpaction_alleygun": "Pump-Action Scattergun",
+ "pumpaction_alleygun_description": "A simple but very effective firearm that delivers blasts of shot over short distances. Developed for use in the narrow streets and cramped alleyways of modern cities. ",
+ "purpose": "purpose",
+ "purpose_impressing": "Impressing (so cool!)",
+ "purpose_racing": "Racing (so fast!)",
+ "purpose_surprising": "Surprising (hidden gadgets!)",
"push_yourself": "Push yourself",
"push_yourself_desc1": " (take 2 ",
"push_yourself_desc2": ") or accept a ",
@@ -886,22 +1524,33 @@
"quarters": "Lounge and Quarters",
"query_for_consequence": "Query for consequence name when resisting",
"quicksilver": "Quicksilver",
+ "racers": "Racers",
+ "rad_background": "Radicalized By",
+ "rad_background_info": "BLUECOATS / LABOR CONDITIONS / BIGOTRY / INEQUALITY / HORRORS OF WAR / DISCRIMINATION",
+ "radical": "Radical",
+ "ramming_speed": "Ramming Speed: Putting your foot down and meeting obstacles head-on.",
"reckless": "Reckless",
"recovery": "Recovery",
- "repair": "Repair",
"recoveryblurb": "Get treatment in downtime to activate your healing project clock",
"rep": "Rep",
+ "repair": "Repair",
"repelled": "Repelled",
"reputation": "Reputation",
"reset?": "reset?",
"resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resist_instructions_dc": "6 6: take zero stress. 6: take one stress. 4/5: take two stress. 1-3: take three stress.",
+ "resist_subtitle_dc": "pushes against a consequence with",
"resistance_bonus": "Resistance bonus:",
"resists": "resists",
"resolve": "Resolve",
"resolve_description": "Resist consequences from mental strain or willpower.",
+ "resonance_amplifier": "Resonance amplifier",
+ "resonance_nullifier": "Resonance nullifier",
+ "resource_training": "Training",
+ "reverse180": "Reverse 180: Spinning 180 degrees and continuing in the same direction but facing backward.",
"risky": "Risky",
- "roll-inf": "roll",
"roll": "roll",
+ "roll-inf": "roll",
"roll_engagement": "Engagement Roll",
"roll_for": "roll for",
"roll_fortune": "Fortune Roll",
@@ -910,36 +1559,56 @@
"rolls_for": "rolls for",
"rolls_their": "rolls their",
"sadistic": "Sadistic",
+ "save_present": "Save the Present from a Past Mistake",
+ "save_present_blurb": "Something terrible happened in your time that's about to impact today. You're here to stop it.",
+ "second_circle": "Second Circle",
+ "secret_base": "Secret Base",
"secure": "Security Systems",
"send_details_to_chat": "Send details to chat",
"set_up_a_teammate": "Set up a teammate",
"shadows": "Shadows",
+ "shell_game": "Shell Game: Launching decoy vehicles (may need to acquire an asset) to confuse and surprise.",
"short": "short",
+ "show_autopod_section": "Show autopod cohort box",
+ "show_bandolier_section": "Show bandoliers on character sheet",
"show_broadcast": "Show broadcast buttons for sending information to chat",
"show_cohort_section": "Show cohort section on character sheet",
"show_deity": "Show deity fields",
"show_extra_trauma_box": "Show an extra key/deadlock box",
"show_extra_xp_condition": "Show an extra xp condition",
+ "show_faction_affiliation_section": "Show backing faction box",
"show_frame_section": "Show frame section",
"show_item_description": "Item/upgrade descriptions",
"show_origin": "Show origin field",
"show_outline": "Show outline for active input fields",
+ "show_sparkmind_section": "Show sparkmind assistant on character sheet",
"show_vampire_strictures": "Show vampire strictures",
+ "show_veteran_section": "Show Veteran sections on character sheet",
+ "signature_stunts": "Signature Stunts",
+ "silenced_shooter": "Silenced Shooter",
+ "silenced_shooter_description": "A semi-automatic handgun with a modest calibre. Quiet as a whisper.",
"skirmish": "Skirmish",
"skirmish_description": "Skirmish with an opponent in close combat; assault or hold a position; brawl and wrestle.",
"skullfire_poison": "Skullfire Poison",
"slumber": "Slumber",
"smoke_bomb": "Smoke bomb",
+ "smokescreen_emitter": "Smokescreen Emitter",
+ "smokescreen_emitter_description": "An emergency system that can exude a dark, acrid cloud of smoke — enough to fill a large room.",
"smoking": "Smoking",
- "racers": "Racers",
- "radical": "Radical",
+ "smugglers_turn": "Smuggler’s Turn: A controlled skid and turn before speeding off in the opposite direction.",
"social": "Social",
"soft": "Soft",
+ "solution_1": "1. What plagues the past?",
+ "solution_2": "2. Who or what is responsible?",
+ "solution_3": "3. Why did you choose this crew?",
+ "solution_4": "4. What is the cure or solution?",
"spark_drug": "Spark (drug)",
"sparking": "Sparking",
+ "sparkmind_assistant": "Sparkmind Assistant",
"special": "Special",
"special_abilities": "Special Abilities",
"special_ability": "Prestige Ability",
+ "specialabilities_blurb": "Whenever you fill a memory clock, choose another playbook and roll 1d8. Use your result to count down the list of abilities from the top, and take that one. If it involves special items, you get those too. How did you acquire these items?",
"standstill_poison": "Standstill Poison",
"stash": "Bank",
"status": "Status",
@@ -947,10 +1616,9 @@
"stress": "Stress",
"stress_label": "Label to use for stress",
"strictures": "Strictures",
- "dayfire": "Dayfire",
- "strictures_dayfire": "When your skin is exposed to bluetime, take a new level 1 harm (\"Burned\") every few minutes.",
"strictures_bestial": "When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
"strictures_bound": "Your spirit must remain in this body, or be destroyed.",
+ "strictures_dayfire": "When your skin is exposed to bluetime, take a new level 1 harm (\"Burned\") every few minutes.",
"strictures_forbidden": "You cannot enter a private residence without permission from the owner.",
"strictures_repelled": "Spiritbane charms can hold you at bay. (Take 2 Stress to resist the repulsion.)",
"strictures_slumber": "In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 Stress).",
@@ -958,24 +1626,40 @@
"strong": "Strong",
"study": "Study",
"study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.",
+ "stun_grenade": "Stun grenade",
"subterfuge_supplies": "Subterfuge Supplies",
"subterfuge_supplies_description": "A disguise kit. A selection of blank documents, ready for the forger's hand. Invisible ink. A forged ID card. Microfilm camera.",
"supplies": "Supplies",
+ "supply": "Supply (start from left)",
+ "surveillance_hardware": "Surveillance Hardware",
+ "surveillance_hardware_description": "The latest espionage equipment, including an ultra-sensitive microphone that can hear at long range or through walls, and tape-feed to record this audio.",
"survey": "Survey",
"survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.",
- "swinger": "Swinger",
+ "suspicion": "suspicion",
"sway": "Sway",
"sway_description": "Sway someone with charm, logic, deception, disguise, or bluff; change attitudes or behavior with manipulation or seduction.",
+ "swinger": "Swinger",
"teamwork": "Teamwork",
+ "temporal_glitches": "Temporal Glitches",
+ "temporal_glitches_list": "Body Phasing / Hallucinations / Lagging / Headaches / Flashbacks / Time Skips",
+ "terrible_future_1": "1. What is the terrible future?",
+ "terrible_future_2": "2. Who or what is responsible?",
+ "terrible_future_3": "3. Why did you choose this crew?",
+ "terrible_future_4": "4. What is the inflection moment?",
"territorial": "Territorial",
- "silenced_shooter": "Silenced Shooter",
- "silenced_shooter_description": "A semi-automatic handgun with a modest calibre. Quiet as a whisper.",
+ "the_product": "The Product",
+ "third_circle": "Third Circle",
+ "threshold1": "Threshold of Gold: Circle unlocks when the crew has earned 20 stacks total",
+ "threshold2": "Threshold of Blood: Circle unlocks when the crew has also ended at least 10 lives",
+ "threshold3": "Threshold of Power: Circle unlocks when the crew has also reached Tier 3 and created a major anomaly",
"thugs": "Muscle",
"tier": "Tier",
- "hack": "Tinker",
- "hack_description": "Tinker with mechanisms to create, modify, disable, or repair; disable a trap, pick a lock, or crack a safe. Turn the many mechanical and electroplasmic devices around the city to your advantage.",
- "hacking_tools": "Tinkering Tools",
- "hacking_tools_description": "Tools and spare parts for messing with electronics and mechanisms. A wrench, drill, and spanner. Tweezers, pliers, precision screwdrivers. A soldering iron. A second wrench. Oscilloscope, circuit tester, and heat sink. Jumper wires. Magnifying loupe. ",
+ "time_traveler": "Time Traveler",
+ "time_traveler_future": "Time Traveler from the Future",
+ "time_traveler_instability_blurb": "When you mark your last point of Instability, strike out a key but choose a temporal glitch instead of a deadlock as normal. When you do, you recall a new detail of your mission (below). Once you have four temporal glitches, you disappear from this time period entirely after the next score. Make it count.",
+ "time_traveler_past": "Time Traveler from the Past",
+ "time_traveler_past_viceblurb": "Instead of Stress, you experience temporal instability. Restabilizing requires using a paranormal ritual that uses alluvium as a crucial ingredient (downtime action). When you do this, clear 5 Instability (you cannot overindulge). Note that alluvium is rare and illegal. You arrive with four vials of alluvium.",
+ "time_traveler_viceblurb": "Instead of Stress, you experience temporal instability. Restabilizing requires using a paranormal device powered by a canister of alluvium (downtime action). When you do this, clear 5 Instability (you cannot overindulge). Note that alluvium is rare and illegal. You arrive with four canisters of alluvium.",
"tools": "Tools",
"training": "Training",
"trance_powder": "Trance Powder",
@@ -983,22 +1667,25 @@
"trauma": "Trauma",
"trauma_label": "Label to use for trauma",
"traumata": "Traumata",
+ "truths1": "Choose 2 truths of the Vision: Free / Egalitarian / Abundant / Beautiful / Serene / Radiant / Natural ",
+ "truths2": "Learn a new truth of the Vision: Shifting / Sweltering / Lustful / Unsettling / Future / Past / Alien",
+ "truths3": "Learn a new truth of the Vision: Psychedelic / Inhuman / Violent / Future / Past / Tempestuous",
+ "truths4": "Learn a new truth of the Vision: Fiery / Frozen / Terrifying / Cruel / Monstrous / Capricious / Inhuman",
"turf": "Turf",
+ "type": "Type",
+ "type_analysis": "Analysis (e.g. studying and making)",
+ "type_ingress": "Ingress (e.g. system hacking)",
+ "type_research": "Research (e.g. gathering information)",
+ "units": "Units",
"unstable": "Unstable",
"upgrade": "Upgrade",
"upgrade_boat_description": "You have a boat, a dock on a waterway, and a small shack to store boating supplies. A second upgrade improves the boat with armor and more cargo capacity.",
"upgrade_carriage_description": "You have a transport autopod, big enough for the whole crew and their gear. A second upgrade improves the van with armor and a more powerful engine.",
- "vehicles": "Vehicles",
- "heavy_vehicle": "Heavy Vehicle",
- "upgrade_vehicles_description": " Every PC starts with their own autopod, autocycle, or boat. A second upgrade improves the vehicles with armor and carrying capacity",
- "upgrade_heavy_vehicle_description": "A semi-truck, bulldozer, tractor, barge, bus, drilling rig, limousine, or armored car. A second upgrade adds another heavy vehicle.",
- "van": "Van",
- "upgrade_van_description": "You have a transport autopod, big enough for the whole crew and their gear. A second upgrade improves the van with armor and a more powerful engine.",
"upgrade_costs": "Upgrade Costs",
"upgrade_documents_description": "+1 quality for Documents.",
"upgrade_gear_description": "+1 quality for Burglary Gear and Climbing Gear.",
+ "upgrade_heavy_vehicle_description": "A semi-truck, bulldozer, tractor, barge, bus, drilling rig, limousine, or armored car. A second upgrade adds another heavy vehicle.",
"upgrade_hidden_description": "Your base has a secret location and is disguised to hide it from view. Maybe it’s a new base, or maybe you find a way to hide your current base. If you’re raided, it can’t be at your base until they work out where it is (if they try to raid you outside your base, you take +2d to engagement roll). If your base is discovered, use two downtime activities and pay stacks equal to your Tier to hide it once again.",
- "upgrade_secret_base_description": "Your base has a secret location and is disguised to hide it from view. Maybe it’s a new base, or maybe you find a way to hide your current base. If you’re raided, it can’t be at your base until they work out where it is (if they try to raid you outside your base, you take +2d to engagement roll). If your base is discovered, use two downtime activities and pay stacks equal to your Tier to hide it once again.",
"upgrade_implements_description": "+1 quality for Paranormal Implements.",
"upgrade_insight_description": "Earn 2 xp when training insight during downtime.",
"upgrade_mastery_description": "Your crew has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.",
@@ -1006,21 +1693,41 @@
"upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.",
"upgrade_quarters_description": "Your lair includes a shared lounge as well as living quarters for the crew. Add another piece of flair to the base. Whenever the crew unwinds (at the end of crew business), clear all passing harm. Without this upgrade, each PC sleeps elsewhere, and is vulnerable when they do so.",
"upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.",
+ "upgrade_secret_base_description": "Your base has a secret location and is disguised to hide it from view. Maybe it’s a new base, or maybe you find a way to hide your current base. If you’re raided, it can’t be at your base until they work out where it is (if they try to raid you outside your base, you take +2d to engagement roll). If your base is discovered, use two downtime activities and pay stacks equal to your Tier to hide it once again.",
"upgrade_secure_description": "Your lair has cameras, alarms, and traps to thwart intruders. If you’re raided, add +1d to the engagement roll and you have always have access to a minimum of 4 load. A second upgrade improves the defenses to include measures that work against paranormal intrusion, and you add +2d total to raid engagement rolls.",
"upgrade_supplies_description": "+1 quality for Subterfuge Supplies.",
"upgrade_tools_description": "+1 quality for Demolition Tools and Tinkering Tools.",
+ "upgrade_van_description": "You have a transport autopod, big enough for the whole crew and their gear. A second upgrade improves the van with armor and a more powerful engine.",
"upgrade_vault_description": "Your lair has a secure vault, increasing your storage capacity for coin to 8. A second upgrade increases your capacity to 16. A separate part of your vault can be used as a holding cell.",
+ "upgrade_vehicles_description": " Every PC starts with their own autopod, autocycle, or boat. A second upgrade improves the vehicles with armor and carrying capacity",
"upgrade_weapons_description": "+1 quality for Weapons.",
"upgrade_workshop_description": "Your base has a workshop with tools for tinkering and invention, some sparktech equipment like a tape recorder and basic computer, as well as a collection of books, documents, and maps. You may accomplish long- term projects with these assets without leaving your base. When you work on an invention long-term project with the workshop, increase the result level of the roll by one. You can spend stacks to increase the result further as usual.",
"upon_crew_advance": "Upon crew xp advance, each PC marks bank = Tier+2",
"use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)",
+ "utopians": "Utopians",
"vampire": "Vampire",
"vampire_viceblurb": "Your vice is resonance energy, consumed from a living human. Use 1 downtime activity to Hunt prey and clear Stress equal to the highest die. When you feed, mark 4 ticks on your healing clock (this is the only way you can heal). How do you feed? What telltale sign do you leave on your victims?",
+ "van": "Van",
"vault": "Vault",
"vaults": "Vaults",
"vehicle": "Vehicle",
+ "vehicle_edges": "Nimble: The vehicle handles easily. Consider this an assist for tricky maneuvers.
Simple: The vehicle is easy to repair. Remove all of its harm during downtime.
Sturdy: The vehicle keeps operating even when broken.",
"vehicle_edges_flaws": "Vehicle Edges\nNimble: The vehicle handles easily. Consider this an assist for tricky maneuvers.\nSimple: The vehicle is easy to repair. Remove all of its harm during downtime.\nSturdy: The vehicle keeps operating even when broken.\n\nVehicle Flaws\nCostly: Thee vehicle costs 1 coin per downtime to keep in operation.\nDistinct: Thee vehicle has memorable features. Take +1 heat when you use it on a score.\nFinicky: The vehicle has quirks that only one person understands. When operated without them, the vehicle has -1 quality.",
+ "vehicle_edges_title": "Vehicle Edges",
+ "vehicle_flaws": "Guzzler: The vehicle costs 1 stack per downtime to keep in operation.
Distinct: The vehicle has memorable features. Take +1 Heat when you use it on a score.
Finicky: When operated without the one person who understands it, the vehicle has -1 Quality.",
+ "vehicle_flaws_title": "Vehicle Flaws",
+ "vehicles": "Vehicles",
+ "versatile": "Versatile",
"version": "Version",
+ "vet_background": "Tours of Duty",
+ "vet_background_info": "THE IRONDALE ACTION / THE SEVRIN INVASION / UNITY WAR III / DAGGER ISLES PEACEKEEPING",
+ "vet_damage_info": "E.g. a notable scar, a missing eye or limb, nightmares, the shakes",
+ "vet_damage_title": "Damage",
+ "vet_helps_info": "E.g. a wheelchair, a prosthetic, medication",
+ "vet_helps_title": "Something that helps",
+ "veteran": "Veteran",
+ "veteran_used_and_discarded_info": "You have permanent damage from the war. You start with 1 deadlocked key already. You also start with the special ability Military Discipline and one more of your choice.",
+ "veteran_used_and_discarded_title": "Used and Discarded",
"vice": "Vice",
"vice_info": "Faith / Gambling / Luxury / Obligation / Pleasure / Gettin Fucked Up / Weird",
"vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
@@ -1029,7 +1736,6 @@
"viceroll2": ") indulges",
"vicious": "Vicious",
"vigilantes": "Vigilantes",
- "wearing": "Wearing",
"wanted": "Wanted",
"wanted_label": "Label to use for Wanted",
"wantedroll1": "(who currently have ",
@@ -1040,9 +1746,11 @@
"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",
+ "wearing": "Wearing",
"when_you_use_bandolier": "When you use a bandolier slot, choose an explosive.",
"with": "with",
"workshop": "Workshop",
@@ -1053,668 +1761,12 @@
"xp_contend": "Contend with challenges above your current station.",
"xp_crew_specific": "Enter your crew's specific way to mark XP here.",
"xp_desperate": "Every time you roll a desperate action or a zero-dot action, mark xp in any track (attribute or playbook).",
- "xp_keys": "Once per session when you hit a key, mark 1 xp and mark the key.",
"xp_express": "Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_keys": "Once per session when you hit a key, mark 1 xp and mark the key.",
"xp_specific": "Enter your playbook's specific way to mark XP here.",
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues stemming from a deadlock.",
- "zerodice": "Zero Dice — take the lowest result above",
- "key-sardonic-1": "Sardonic",
- "key-sardonic-2": "(▼grim ▲witty)",
- "key-cynical-1": "Cynical",
- "key-cynical-2": "(▼optimistic ▲nihilist)",
- "key-romantic-1": "Romantic",
- "key-romantic-2": "(▼Cynical ▲In-Love)",
- "key-bitter-1": "Bitter",
- "key-bitter-2": "(▼Affable ▲Vindictive)",
- "key-lonely-1": "Lonely",
- "key-lonely-2": "(▼Social ▲Loner)",
- "key-determined-1": "Determined",
- "key-determined-2": "(▼Laid-Back ▲Obsessed)",
- "key-suspicious-1": "Suspicious",
- "key-suspicious-2": "(▼Trusting ▲Paranoid)",
- "key-tired-1": "Tired",
- "key-tired-2": "(▼Rejuvenated ▲Defeated)",
- "key-sharp-1": "Sharp",
- "key-sharp-2": "(▼Dulled ▲Searing)",
- "key-cool-1": "Cool",
- "key-cool-2": "(▼Jittery ▲Cold)",
- "key-stubborn-1": "Stubborn",
- "key-stubborn-2": "(▼Flexible ▲Pig-Headed)",
- "key-confident-1": "Confident",
- "key-confident-2": "(▼Insecure ▲Arrogant)",
- "key-blunt-1": "Blunt",
- "key-blunt-2": "(▼Diplomatic ▲Caustic)",
- "key-brooding-1": "Brooding",
- "key-brooding-2": "(▼Morose ▲Untroubled)",
- "key-laidback-1": "Laid-Back",
- "key-laidback-2": "(▼Indifferent ▲Tense)",
- "key-sad-1": "Sad",
- "key-sad-2": "(▼Content ▲Miserable)",
- "key-flamboyant-1": "Flamboyant",
- "key-flamboyant-2": "(▼Demure ▲self-obsessed)",
- "key-soft-1": "Soft",
- "key-soft-2": "(▼hard ▲passive)",
- "key-playful-1": "Playful",
- "key-playful-2": "(▼serious ▲unhinged)",
- "key-loyal-1": "Loyal",
- "key-loyal-2": "(▼selfish ▲self-sacrificing)",
- "key-meticulous-1": "Meticulous",
- "key-meticulous-2": "(▼sloppy ▲obsessive)",
- "key-calculating-1": "Calculating",
- "key-calculating-2": "(▼apathetic ▲paranoid)",
- "key-professional-1": "Professional",
- "key-professional-2": "(▼casual ▲heartless)",
- "key-dedicated-1": "Dedicated",
- "key-dedicated-2": "(▼cynical ▲obsessed)",
- "key-openminded-1": "Open-Minded",
- "key-openminded-2": "(▼rigid ▲reckless)",
- "key-spiritual-1": "Spiritual",
- "key-spiritual-2": "(▼cynical ▲obsessed)",
- "veteran": "Veteran",
- "playbook_veteran_description": "A Battered Soldier Returned From The Front",
- "vet_background": "Tours of Duty",
- "vet_background_info": "THE IRONDALE ACTION / THE SEVRIN INVASION / UNITY WAR III / DAGGER ISLES PEACEKEEPING",
- "int_background": "Fields of Study",
- "int_background_info": "HISTORY / BIOLOGY / PHILOSOPHY / SPARK-CRAFT / PARANORMAL / POLITICAL SCIENCE / HARD KNOCKS",
- "rad_background": "Radicalized By",
- "rad_background_info": "BLUECOATS / LABOR CONDITIONS / BIGOTRY / INEQUALITY / HORRORS OF WAR / DISCRIMINATION",
- "veteran_used_and_discarded_title": "Used and Discarded",
- "veteran_used_and_discarded_info": "You have permanent damage from the war. You start with 1 deadlocked key already. You also start with the special ability Military Discipline and one more of your choice.",
- "vet_damage_title": "Damage",
- "vet_damage_info": "E.g. a notable scar, a missing eye or limb, nightmares, the shakes",
- "vet_helps_title": "Something that helps",
- "vet_helps_info": "E.g. a wheelchair, a prosthetic, medication",
- "show_veteran_section": "Show Veteran sections on character sheet",
- "playbook_item_lmc": "Submachine Coilgun (SMC)",
- "playbook_item_lmc_description": "A military-grade firearm noted for its compact size and rapid-fire capability.",
- "playbook_item_coilgun": "Heavy Coilgun (HAC50)",
- "playbook_item_coilgun_description": "A military-grade assault rifle with detachable magazine. Loud and devastating.",
- "playbook_item_fine_melee_weapon": "Heat blade",
- "playbook_item_fine_melee_weapon_description": "The latest in military technology, an advanced electro-blade that superheats to red hot intensity. Can cut through steel. Well balanced and deadly.",
- "playbook_item_grenades": "A few grenades",
- "playbook_item_grenades_description": "They go boom.",
- "playbook_item_gogo_pills": "Pocketful of go-go pills",
- "playbook_item_gogo_pills_description": "Xantara Pharm's finest uppers, for when you need pure, explosive energy. You'll run your mouth (what do you say that you didn't mean to?), and take the passing harm 'jittery' when they wear off (these consequences can be resisted).",
- "playbook_item_rf_handset": "RF radio handset",
- "playbook_item_rf_handset_description": "A resonance field radio. A small handheld unit tuned to a secure frequency.",
- "playbook_veteran_friends_title": "Difficult Friends",
- "playbook_veteran_friend_0": "Brackley, a deserter",
- "playbook_veteran_friend_1": "Professor, a rough sleeper",
- "playbook_veteran_friend_2": "Fellows, an army officer",
- "playbook_veteran_friend_3": "Grunt, a back-alley doctor",
- "playbook_veteran_friend_4": "Tiptree, a hitwoman",
- "versatile": "Versatile",
- "playbook_ability_military_discipline": "Military Discipline",
- "playbook_ability_military_discipline_description": "Twice per score, you may use your training to resist harm from an attack in combat or to push yourself during a fight.",
- "playbook_ability_got_your_back": "Got Your Back",
- "playbook_ability_got_your_back_description": "When you protect a teammate, clear 1 Stress and take +1d to any resistance rolls.",
- "playbook_ability_echo_fighter": "Echo Fighter",
- "playbook_ability_echo_fighter_description": "Thanks to special training, you may engage enemies in combat with nothing but your mind. You gain potency in combat vs. the paranormal. You can attempt to read people’s next intentions.",
- "playbook_ability_leadership": "Leadership",
- "playbook_ability_leadership_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain increased effect and 1 armor.",
- "playbook_ability_walking_arsenal": "Walking Arsenal",
- "playbook_ability_walking_arsenal_description": "Your load limit is always 2 higher than normal (5 for a Quiet approach, 8 for Loud). Pull out another 1-load gun at any time, no matter how many you’ve already used. Each additional gun of its type (after the first) is 0 load.",
- "playbook_ability_war_machine": "War Machine",
- "playbook_ability_war_machine_description": "When you push yourself, you can also do one of the following: sweep and secure a large area single-handedly and without pausing—engage an improbable number of enemies in a ballet of violence.",
- "playbook_ability_beast": "Get Back In There",
- "playbook_ability_beast_description": "You were subject to experimental procedures designed to increase the shelf life of frontline soldiers. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
- "playbook_ability_creative_outlet": "Creative Community",
- "playbook_ability_creative_outlet_description": "You gain a second vice: learning a new creative hobby. What is it? When you indulge this vice by going to class, add +2 to the result, and then create a new friend or rival (classmate or teacher), or develop your relationship with an existing one. These people have no criminal utility, but they might give you a ride or let you lay low at their place in a pinch. When you overindulge, one of these friends is put in danger.",
- "resource_training": "Training",
- "playbook_veteran_xp_condition": "You addressed a challenge with violence or discipline.",
- "key-protective-1": "Protective",
- "key-protective-2": "(▼cold ▲vengeful)",
- "key-hopeful-1": "Hopeful",
- "key-hopeful-2": "(▼cynical ▲content)",
- "key-erratic-1": "Erratic",
- "key-erratic-2": "(▼calm ▲chaotic)",
- "key-commanding-1": "Commanding",
- "key-commanding-2": "(▼deferential ▲controlling)",
- "key-distant-1": "Distant",
- "key-distant-2": "(▼warm ▲cold)",
- "key-violent-1": "Violent",
- "key-violent-2": "(▼merciful ▲vicious)",
- "key-reckless-1": "Reckless",
- "key-reckless-2": "(▼careful ▲chaotic)",
- "key-disciplined-1": "Disciplined",
- "key-disciplined-2": "(▼loose ▲uptight)",
- "key-comical-1": "Comical",
- "key-comical-2": "(▼serious ▲unhinged)",
- "key-arrogant-1": "Arrogant",
- "key-arrogant-2": "(▼humbled ▲self-obsessed)",
- "key-bold-1": "Bold",
- "key-bold-2": "(▼nervous ▲reckless)",
- "key-kind-1": "Kind",
- "key-kind-2": "(▼cold ▲charitable)",
- "key-haunted-1": "Haunted",
- "key-haunted-2": "(▼self-assured ▲tormented)",
- "key-sophisticated-1": "Sophisticated",
- "key-sophisticated-2": "(▼modest ▲pretentious)",
- "key-insecure-1": "Insecure",
- "key-insecure-2": "(▼confident ▲anxious)",
- "key-enigmatic-1": "Enigmatic",
- "key-enigmatic-2": "(▼open ▲reclusive)",
- "key-enthusiastic-1": "Enthusiastic",
- "key-enthusiastic-2": "(▼apathetic ▲reckless)",
- "key-eccentric-1": "Eccentric",
- "key-eccentric-2": "(▼ordinary ▲erratic)",
- "key-idealistic-1": "Idealistic",
- "key-idealistic-2": "(▼cynical ▲zealous)",
- "key-cold-1": "Cold",
- "key-cold-2": "(▼brutal ▲friendly)",
- "key-witty-1": "Witty",
- "key-witty-2": "(▼serious ▲goofy)",
- "key-curious-1": "Curious",
- "key-curious-2": "(▼disinterested ▲possessed)",
- "key-shy-1": "Shy",
- "key-shy-2": "(▼open ▲withdrawn)",
- "key-talkative-1": "Talkative",
- "key-talkative-2": "(▼quiet ▲long-winded)",
- "key-rational-1": "Rational",
- "key-rational-2": "(▼irregular ▲uncaring)",
- "key-passionate-1": "Passionate",
- "key-passionate-2": "(▼apathetic ▲furious)",
- "key-defiant-1": "Defiant",
- "key-defiant-2": "(▼compliant ▲furious)",
- "key-charismatic-1": "Charismatic",
- "key-charismatic-2": "(▼cold ▲manipulative)",
- "key-fearless-1": "Fearless",
- "key-fearless-2": "(▼nervous ▲turbulent)",
- "playbook_ability_hounds_instincts": "Hound's Instincts",
- "playbook_ability_hounds_instincts_description": "When you push yourself, you can also do one of the following: figure out where to go next, even with zero leads—make someone stop and listen to you for a few moments, no matter how unlikely it is.",
- "playbook_ability_learn_hard_way": "Learn the Hard Way",
- "playbook_ability_learn_hard_way_description": "Whenever you take harm, clear an amount of Stress equal to the harm level, and it counts as a successful gather information roll (with a level of detail equal to the harm level). The GM will tell you what you learn.",
- "playbook_ability_just_a_scratch": "Just a Scratch",
- "playbook_ability_just_a_scratch_description": "Harm doesn’t slow you down during a score, and never factors into effect (level 4 harm is still fatal, and you still roll for harm complications). You gain potency when you Consort with someone who has caused you to mark harm.",
- "playbook_ability_fixer": "Fixer",
- "playbook_ability_fixer_description": "During downtime, you get +1 result level when you Acquire Asset or Reduce Heat. When incarcerated, take +1d to any real time prison rolls, or take +2d to a prison time skip roll.",
- "playbook_ability_in_too_deep": "In Too Deep",
- "playbook_ability_in_too_deep_description": "Once per score, you can Consort with an NPC to form an intimate bond. If you have such a bond with someone involved in a score, you get +1d and potency to any actions dealing with them.",
- "playbook_ability_weird_pet": "Echo Pet",
- "playbook_ability_weird_pet_description": "Your pet is imbued with anomalous resonance. It gains potency when tracking or fighting the paranormal, and gains a paranormal ability: time-glitching, mind-link, or mirror-field. Take this ability again to choose an additional paranormal ability for your pet.",
- "playbook_ability_dogged_persistence": "Dogged Persistence",
- "playbook_ability_dogged_persistence_description": "Twice per score, you may use your tenacity to resist a consequence of exhaustion or mental harm (fear, confusion, losing track of someone) or to push yourself for influencing someone or searching for clues.",
- "playbook_item_fine_snubnosed_handcannon": "Fine snub-nosed handcannon",
- "playbook_item_fine_snubnosed_handcannon_description": "Maybe you're no great shot, but this thing packs a hell of a punch and can be concealed in a pocket.",
- "playbook_item_loyal_clever_pet": "A loyal, clever pet",
- "playbook_item_loyal_clever_pet_description": "Companion might be a better word - a hunter. They never let you down (except when they do). Did you choose them, or did they choose you?",
- "playbook_item_binoculars": "Binoculars",
- "playbook_item_binoculars_description": "See distant objects with greater clarity and detail. Amazing.",
- "playbook_item_hipflask": "Hipflask of the good stuff",
- "playbook_item_hipflask_description": "Numb pain, clean wounds, or bond with new friends. What's engraved on the outside?",
- "playbook_item_focus_pills": "Pocketful of focus pills",
- "playbook_item_focus_pills_description": "For when you need steady hands, an alert mind, and laser-like concentration. Highly addictive; tick a 4-segment addiction clock when used (this can be resisted). If the clock fills, you no longer get any benefit from the pills but have to take them every score anyway or suffer the moderate harm 'withdrawal symptoms'. Once this harm is taken, reset the addiction clock.",
- "Tenacity": "Tenacity",
- "mortal": "Mortal",
- "type": "Type",
- "type_research": "Research (e.g. gathering information)",
- "type_analysis": "Analysis (e.g. studying and making)",
- "type_ingress": "Ingress (e.g. system hacking)",
- "sparkmind_assistant": "Sparkmind Assistant",
- "housing": "Size",
- "housing_large": "Large (room-sized computer). More powerful, but immobile.",
- "housing_small": "Small (wristwatch, a metal orb, a tiny hull, etc). Less powerful but highly portable.",
- "playbook_ability_unalloyed_genius": "Unalloyed Genius",
- "playbook_ability_unalloyed_genius_description": "When you craft an invention, take +1 result level to the roll. Invention clocks start with 1 segment already filled.",
- "playbook_ability_mentalist": "Mentalist",
- "playbook_ability_mentalist_description": "You can deduce trivial details about anyone. Study them to reveal their current intentions as well as a deep desire they’re keeping secret or didn’t even know they had; gain +1d and potency when acting on this information.",
- "playbook_ability_insomniac": "High-Functioning Insomniac",
- "playbook_ability_insomniac_description": "During downtime, you get two ticks to distribute among any long-term project clocks that involve research, investigation, or crafting.",
- "playbook_ability_try_not_break_it": "Try Not to Break It This Time",
- "playbook_ability_try_not_break_it_description": "Any flashbacks to give another crew member just the right gadget before the score cost 0 Stress. Gain one free downtime action to craft such a gadget in a flashback.",
- "playbook_ability_researcher": "Researcher",
- "playbook_ability_researcher_description": "Twice per score, you may use your research to resist a consequence of fatigue, weakness, or resonance effects, or to push yourself when working with technical skill or handling resonance objects.",
- "playbook_ability_anatomist": "Anatomist",
- "playbook_ability_anatomist_description": "You can Tinker the human body to treat wounds or stabilize the dying. You may Study a sickness or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
- "playbook_ability_deep_thinker": "Encyclopedic Knowledge",
- "playbook_ability_deep_thinker_description": "When you push yourself, you can also do one of the following: instantly find a weak point or exploitable pattern in an obstacle—dazzle an audience with your intellect, leaving them confused and distracted.",
- "playbook_ability_advanced_sparkmind": "Advanced Sparkmind",
- "playbook_ability_advanced_sparkmind_description": "Choose an additional type, or add an edge, or remove a flaw.",
- "playbook_intellectual_description": "A Brilliant Engineer, Scientist, And Philosopher",
- "playbook_intellectual_friend_0": "Faden, an innovative doctor",
- "playbook_intellectual_friend_1": "Ackhurst, a professor (fired)",
- "playbook_intellectual_friend_2": "Penny, a debauched theorist",
- "playbook_intellectual_friend_3": "OLEK, a rogue sparkmind",
- "playbook_intellectual_friend_4": "Jarris, an escaped test subject",
- "playbook_intellectual_friends_title": "Brilliant Friends",
- "playbook_intellectual_xp_condition": "You addressed a challenge with technical skill or cleverness.",
- "gatherinfo_what_can_i_hack": "What can I tinker with here?",
- "playbook_item_fine_hacking_tools": "Fine tinkering tools",
- "playbook_item_experimental_laser_cannon": "Experimental laser cannon",
- "playbook_item_experimental_laser_cannon_description": "A plasmoleum-fueled device that generates a continuous beam of electroplasmic radiation. A dangerous and potentially unstable weapon that will incinerate pretty much anything it's pointed at.",
- "playbook_sparkmind_assistant": "Sparkmind assistant",
- "playbook_item_sparkmind_assistant_description": "Sparkminds are a form of artificial intelligence, utilizing a matrix of circuits and chips to harness the raw intellect of a resonance entity. Where did you get yours? Did you invent it, steal it, or something else? ",
- "playbook_gadgets": "Gadgets",
- "playbook_gadgets_description": " You can create gadgets in a flashback and track their load here. If they're simple, just the flashback may be enough. More ambitious gadgets might require you spend a downtime action crafting them (additional downtime actions cost 1 stack).",
- "explosives": "explosives",
- "placed_explosive": "Placed explosive",
- "stun_grenade": "Stun grenade",
- "psychedelic_mist": "Psychedelic mist",
- "gravity_anomaly_bomb": "Gravity anomaly bomb",
- "resonance_nullifier": "Resonance nullifier",
- "resonance_amplifier": "Resonance amplifier",
- "anti_sparktech_grenade": "Anti-sparktech pulse grenade",
- "fire_bomb": "Fire bomb",
- "proximity_mine": "Proximity mine",
- "euphoric_mist": "Euphoric mist",
- "coolant_gel_grenade": "Coolant gel grenade",
- "playbook_ability_true_believer": "True Believer",
- "playbook_ability_true_believer_description": "Twice per score, you may use your conviction to resist a consequence of law-breaking (being arrested or hassled by Bluecoats, etc.) or to push yourself when fighting for your ideology.",
- "playbook_ability_direct_action": "Direct Action",
- "playbook_ability_direct_action_description": "When you make a desperate roll with either Wreck or Command, you gain both potency and scale. Remember that you can trade position for effect to make almost any action desperate, if you dare.",
- "playbook_ability_echo_chamber": "Echo Chamber",
- "playbook_ability_echo_chamber_description": "The resonance echoes of the downtrodden are drawn to you, and when you open yourself to them, your poetry reverberates with their power. Whenever you loudly recite poetry, a crowd gathers to listen (if possible). When you use poetry as a means to an end, take +1d, and gain potency dealing with the paranormal.",
- "playbook_ability_solidarity": "Fellow Travelers",
- "playbook_ability_solidarity_description": "In any scene with more than one NPC, ask the GM which of them are sympathetic to your cause. It’s always at least one, but often a few, many, or sometimes all of them.",
- "playbook_ability_polemicist": "Polemicist",
- "playbook_ability_polemicist_description": "When you push yourself, you can also do one of the following: whip a crowd into a righteous fury—shame a powerful figure into silence or retreat.",
- "playbook_ability_praxis": "Praxis",
- "playbook_ability_praxis_description": "If you loudly and visibly destroy a symbolic target during a score, gain +2 result levels to any long-term project rolls related to your revolutionary work during the following personal business phase.",
- "playbook_ability_pamphleteer": "Pamphleteer",
- "playbook_ability_pamphleteer_description": "You can publish revolutionary literature as a 4-segment long-term project. Name each work. Once complete, a published work can tick another long-term project clock related to the revolution, once per downtime (maximum of four such works may be in effective circulation). If you die or get imprisoned, each work adds two ticks.",
- "playbook_ability_total_dedication": "Total Dedication",
- "playbook_ability_total_dedication_description": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
- "playbook_radical_friends_title": "Zealous Friends",
- "playbook_radical_friend_0": "Vuko, a union rep",
- "playbook_radical_friend_1": "Plundell, a surgeon (& bad poet)",
- "playbook_radical_friend_2": "Delyan, a fireworks technician",
- "playbook_radical_friend_3": "Stoker, a fearless journalist",
- "playbook_radical_friend_4": "Russo, a maverick artist",
- "gatherinfo_what_do_they_care_about": "What do they really care about?",
- "gatherinfo_whats_the_weak_point": "What’s the weak point here?",
- "playbook_radical_description": "An Agitator — Incendiary In Every Sense",
- "playbook_radical_xp_condition": "You addressed a challenge with persuasion or mayhem.",
- "playbook_item_provocative_manifesto": "Provocative manifesto",
- "playbook_item_provocative_manifesto_description": "A short punchy document declaring the views, motives, and intentions of a political movement. Has the potential to incite a crowd, or to enrage the authorities.",
- "playbook_item_nondescript_clothes": "Nondescript change of clothes",
- "playbook_item_nondescript_clothes_description": "An outfit of perfectly ordinary cut, for blending in with the crowd of whatever district you're in.",
- "playbook_item_bandolier": "Bandolier",
- "playbook_item_bandolier_description": "A strap worn across the body, fitted with specially-padded pouches to hold three explosives or bombs. When you employ an item from the bandolier, choose one from the list (or one of your own custom-made explosives). During downtime, you automatically refill your bandoliers, so long as you have reasonable access to a supplier or workshop.",
- "show_bandolier_section": "Show bandoliers on character sheet",
- "show_sparkmind_section": "Show sparkmind assistant on character sheet",
- "purpose": "purpose",
- "purpose_racing": "Racing (so fast!)",
- "purpose_impressing": "Impressing (so cool!)",
- "purpose_surprising": "Surprising (hidden gadgets!)",
- "autopod_style": "Style (Velvet or leather upholstery, wood detailing, chrome finish, racing stripe, etc)",
- "fine_autopod": "Fine two-seat autopod",
- "playbook_swinger_friends_title": "Fun Friends",
- "playbook_swinger_friend_0": "Revel, a drug dealer",
- "playbook_swinger_friend_1": "Una Bell, a socialite",
- "playbook_swinger_friend_2": "Three-Fingers, a lounge singer",
- "playbook_swinger_friend_3": "Honest Stev, an autopod mechanic",
- "playbook_swinger_friend_4": "Noleburn, a politician",
- "playbook_swinger_description": "A Wheeler And Dealer — The Life Of The Party",
- "playbook_swinger_xp_condition": "You addressed a challenge with charm or quick thinking.",
- "playbook_ability_wing_it": "Here Goes Nothing",
- "playbook_ability_wing_it_description": "Take 2 Stress to roll your Sway or Consort rating while performing a different action. Use a free flashback to reveal who you convinced to teach you this particular technique or approach.",
- "playbook_ability_yeah_baby": "Yeah, Baby",
- "playbook_ability_yeah_baby_description": "When you agree to an NPC’s proposal, even though it complicates the crew’s goals, everyone else on the crew marks 1 xp while you clear 3 Stress.",
- "playbook_ability_in_the_groove": "Groove Machine",
- "playbook_ability_in_the_groove_description": "You always know where the nearest music is playing and when you start dancing, others feel compelled to join. When you take action while moving it on the dance floor, take +1d and potency.",
- "playbook_ability_side_hustles": "Improviser",
- "playbook_ability_side_hustles_description": "When you push yourself, you can also do one of the following: claim to be anyone and others will consider the possibility, no matter how outlandish—plunge blindly in an unexpected direction and find a new path.",
- "playbook_ability_connected": "Always Hustling",
- "playbook_ability_connected_description": "Every personal business phase, mark +1 bank, and you may give yourself or another crew member +1 downtime action. What’s your side hustle?",
- "playbook_ability_party_animal": "Party Animal",
- "playbook_ability_party_animal_description": "When you Indulge Vice, you can invite an ally to join you. They do not need to spend their own downtime action, and lose the same Stress that you do. One time during the next score, they can assist you once for free.",
- "playbook_ability_twice_the_fun": "Echo Twin",
- "playbook_ability_twice_the_fun_description": "There’s an alternate version of you in the resonance field, ghostly and glitched out. Take 2 Stress to summon them for a few moments, plus 1 Stress for each additional feature: They last for a scene rather than a few minutes—they appear completely stable and solid—they obey your instructions to the letter.",
- "playbook_ability_smooth": "Smooth",
- "playbook_ability_smooth_description": "Twice per score, you may use your mojo to resist a consequence of suspicion or social faux pas, or to push yourself when talking your way out of a tight spot or driving under pressure.",
- "playbook_item_fine_clothes_&_jewelry_description": "A fabulous outfit with a flattering cut, in the latest style. Sure to impress. If you’re carrying this item as a second outfit to change into, it counts as 2 load.",
- "playbook_item_fine_twoseat_autopod": "Fine two-seat autopod",
- "playbook_item_fine_twoseat_autopod_description": "The latest model. Is it built for racing, impressing, or surprising your enemies?",
- "playbook_item_invitation_to_the_party": "An invitation to the party",
- "playbook_item_invitation_to_the_party_description": "Everybody knows it's not a party if you're not invited.",
- "playbook_item_concealed_shooter": "Fine concealed shooter",
- "playbook_item_concealed_shooter_description": "A semi-automatic handgun with a modest calibre. It’s very difficult to detect on your person, even if you’re searched.",
- "playbook_item_sleeping_pills": "Pocketful of sleeping pills",
- "playbook_item_sleeping_pills_description": "If someone takes a few of these pills they'll quickly fall unconscious for at least an hour. The victim’s sleep isn’t paranormal, but it is deep — they can only be roused with some effort.",
- "faction_affiliation_title": "Backing Faction",
- "faction_affiliation_info": "As an Operative, you start play with a backing faction. Is it the Palace, Blackthorn Park, or another faction? They may give you a personal mission. Complete this personal mission to gain that faction’s prestige ability.",
- "faction": "Faction",
- "personal_mission": "Personal Mission",
- "failure": "failure",
- "show_faction_affiliation_section": "Show backing faction box",
- "show_autopod_section": "Show autopod cohort box",
- "playbook_ability_infiltrator": "Clean",
- "playbook_ability_infiltrator_description": "Twice per score, you may use your precision to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
- "playbook_ability_double_agent": "Double Agent",
- "playbook_ability_double_agent_description": "You gain a second backing faction of your choice immediately. You get +2d when working on long-term projects to influence any of your backing factions. How long have you been secretly building this relationship? Does your first backing faction know about it?",
- "playbook_ability_dead_drop": "Dead Drop",
- "playbook_ability_dead_drop_description": "You have access to a bound resonance entity who will leave up to 2 load of items anywhere you need them. The flashback to requesting the item(s) is free, and they’re left anywhere you choose. You can also flashback to an Acquire Asset roll for the items as a free downtime activity.",
- "playbook_ability_echo_walker": "Echo Walker",
- "playbook_ability_echo_walker_description": "Pay 2 Stress to step into the resonance field and disappear. Reappear at a moment of your choice, wherever you want (you have to be able to move there physically). When you reappear you are so cold (level 1 harm, can be resisted).",
- "playbook_ability_clean": "Clean",
- "playbook_ability_clean_description": "Twice per score, you may use your precision to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
- "playbook_ability_wetwork": "Wetwork",
- "playbook_ability_wetwork_description": "When you push yourself, you can also do one of the following: make an improbable shot at extreme distance or with extreme speed—perform a feat of athletics that verges on the superhuman.",
- "playbook_ability_cipher": "Cipher",
- "playbook_ability_cipher_description": "You have a deep cover identity. When you use it, you get +1d to rolls to confuse or deflect suspicion. When you reveal your true identity, the resulting surprise gives you the initiative in the situation (as well as +1d and potency). If your cover identity is blown, create a new one with a 4-segment long-term project.",
- "playbook_ability_sleeper_agents": "Sleeper Agents",
- "playbook_ability_sleeper_agents_description": "Once per score, pay 2 Stress and nominate a minor NPC. They’ve been working for you this whole time.",
- "playbook_ability_control": "Control",
- "playbook_ability_control_description": "Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 Stress at most regardless of the number of failed rolls, and you may count multiple 6s from different rolls as a critical.",
- "playbook_operative_friends_title": "Covert Friends",
- "playbook_operative_friend_0": "Harani Ankhayat, a diplomat",
- "playbook_operative_friend_1": "Percy, a cat burglar",
- "playbook_operative_friend_2": "Tailor, a handler",
- "playbook_operative_friend_3": "Bowman, an undersecretary",
- "playbook_operative_friend_4": "Karla, a field agent",
- "playbook_operative_description": "A Stealthy And Clandestine Professional",
- "playbook_operative_xp_condition": "You addressed a challenge with stealth or subterfuge.",
- "playbook_item_truth_serum": "Truth serum syringe",
- "playbook_item_truth_serum_description": "Delivers one dose of a truth serum. The victim becomes delirious and suggestible for up to an hour, open to answering all sorts of questions.",
- "playbook_item_fine_sniper_rifle": "Fine sniper rifle",
- "playbook_item_fine_sniper_rifle_description": "A high-powered sniper rifle complete with silencer. Deadly at long range, unwieldy in close quarters",
- "playbook_item_tiny_tracking_device": "Tiny tracking device",
- "playbook_item_tiny_tracking_device_description": "A small tracking device (adhesive and/or magnetic) and a handheld gadget that show the device's current location. Works reliably up to a distance of two city districts away.",
- "playbook_item_fine_silenced_shooter": "Fine silenced shooter",
- "playbook_item_fine_silenced_shooter_description": "A finely-made semi-automatic handgun with a modest calibre. Quiet as a whisper.",
- "playbook_item_fine_disguise": "Fine disguise",
- "playbook_item_fine_disguise_description": "A state-of-the-art disguise of one specific person. Includes clothing as well as a super-realistic latex mask and wig. Could fool their own family, assuming you're roughly the same height and build. If you’re carrying this item as a second outfit to change into, it counts as 2 load.",
- "playbook_ability_precognition": "Precognition",
- "playbook_ability_precognition_description": "Two times per score, you can assist a teammate without paying Stress. Tell us how you prepared for this in advance.",
- "playbook_ability_psychokinesis": "Psychokinesis",
- "playbook_ability_psychokinesis_description": "When you push yourself, you can also do one of the following: levitate for a short time—violently push or pull objects through the air.",
- "playbook_ability_extrasensory_perception": "Extrasensory Perception",
- "playbook_ability_extrasensory_perception_description": "Twice per score, you may use your sixth sense to resist a paranormal consequence, or to push yourself when you deal with paranormal forces.",
- "playbook_ability_forbidden_science": "Forbidden Science",
- "playbook_ability_forbidden_science_description": "You can use a downtime action to perform a paranormal experiment to manifest a supernatural effect or being. Gain one free downtime action to perform such experiments.",
- "playbook_ability_resonance_projection": "Echo Projection",
- "playbook_ability_resonance_projection_description": "Pay 2 Stress to become a radiant being of crackling energy. While in this mode, you count as wearing armor, your physical attacks gain potency, and you can push yourself to shoot arcs of electroplasmic lightning. The projection drops at the end of the scene (or pay 2 Stress to continue for another scene). When you drop the projection, take the level 2 harm Drained and the GM will tick a clock of their choice (you may resist these consequences). If you take this ability a second time, the GM will not tick a clock.",
- "playbook_ability_third_eye_opened": "Third Eye Opened",
- "playbook_ability_third_eye_opened_description": "You’re always aware of resonance entities in your vicinity. You can Attune to the resonance field to force a nearby entity to appear and obey a command you give it.",
- "playbook_ability_medium": "Medium",
- "playbook_ability_medium_description": "You can communicate with all paranormal entities, even those not present in the physical realm. Take +1d and potency when you do.",
- "playbook_ability_parapsychology": "Parapsychology",
- "playbook_ability_parapsychology_description": "You're immune to the terror that paranormal entities inflict on sight. Take +1d to resistance rolls with Resolve. Take +1d when you gather info about the paranormal.",
- "playbook_paranormalist_friends_title": "Strange Friends",
- "playbook_paranormalist_friend_0": "Goodridge, an archivist",
- "playbook_paranormalist_friend_1": "Warley, a mind traveler",
- "playbook_paranormalist_friend_2": "Scurlock, a recluse",
- "playbook_paranormalist_friend_3": "Chime, an old whisper",
- "playbook_paranormalist_friend_4": "Padeen, a Strelai operative",
- "playbook_paranormalist_description": "A Maverick Thinker And Visionary",
- "playbook_paranormalist_xp_condition": "You addressed a challenge with knowledge or paranormal power.",
- "playbook_item_fine_resonance_gauge": "Fine resonance gauge",
- "playbook_item_fine_resonance_gauge_description": "A handheld device that measures resonance in its vicinity. Can be used to detect paranormal activity and locate resonance entities.",
- "playbook_item_resonance_accelerator_pack": "Resonance accelerator pack",
- "playbook_item_resonance_accelerator_pack_description": "A handheld particle-thrower connected to a backpack-sized resonance accelerator. Blasts a stream of highly focused, polarized electroplasmic energy. Suitable for grappling with a resonance entity and dragging it into a containment unit.",
- "playbook_item_fine_echo_containment_unit": "Fine echo containment unit",
- "playbook_item_fine_echo_containment_unit_description": "A device used to hold a single resonance entity for containment and safe transport. Designed for Class I - IV resonance entities. Not advised for Class V or above.",
- "playbook_item_psychic_amplification_device": "Psychic amplification device",
- "playbook_item_psychic_amplification_device_description": "An experimental piece of equipment that focuses the wearer's paranormal abilities. Also affords some measure of protection against paranormal assault. What does yours look like; is it a helmet, a circlet, a glove or gauntlet, or something else? Did you invent it yourself, or acquire it some other way?",
- "playbook_item_hallucinogenic_pills": "Pocketful of hallucinogenic pills",
- "playbook_item_hallucinogenic_pills_description": "Induces a psychedelic state, altering the user's fundamental perception of reality. They partially lose control of their body, becoming confused and disoriented (moderate harm, may be resisted). Some find that this state frees their true consciousness, allowing deep spiritual connection to take place; may improve the effect of actions relating to attunement.",
- "playbook_item_loyal_resonance_entity": "Loyal resonance entity",
- "playbook_item_loyal_resonance_entity_description": "How did you come by this entity, and why do they help you? Are they the echo of a human or... something else? Cohort (Expert: Paranormal Assistant).",
- "playbook_ability_a_room_of_your_own": "A Room of Your Own",
- "playbook_ability_a_room_of_your_own_description": "You have your own secret little den. You can now put stacks into bank. You have a pet. You can spend a downtime action to look after the pet (describe the lengths you go to), and mark 3 xp in a memory clock (below) of your choice.",
- "advanced_visual_sensors": "Advanced Visual Sensors",
- "advanced_visual_sensors_description": "Your eyes can switch to various visual modes, including night vision, heat vision, and ultra-zoom.",
- "life_like_appearance": "Lifelike Appearance",
- "life_like_appearance_description": "Utilizing the latest super-realistic latex, you are masterfully crafted to pass for a living being (unless closely scrutinized).",
- "hidden_compartment": "Hidden Compartment",
- "hidden_compartment_description": "Your frame has a secret compartment that escapes even the most thorough search. Lead-lined to prevent x-ray scanning.",
- "smokescreen_emitter": "Smokescreen Emitter",
- "smokescreen_emitter_description": "An emergency system that can exude a dark, acrid cloud of smoke — enough to fill a large room.",
- "surveillance_hardware": "Surveillance Hardware",
- "surveillance_hardware_description": "The latest espionage equipment, including an ultra-sensitive microphone that can hear at long range or through walls, and tape-feed to record this audio.",
- "jet_propulsion": "Jet Propulsion",
- "jet_propulsion_description": "Your frame includes jet boosters that provide a limited form of flight (either slow or temporary).",
- "owning_faction": "Owning faction",
- "hull_blurb1": "Spend a downtime action going ON PROGRAM. In this state, you do the work assigned by your controller. The GM will tell you what you did. Each downtime phase you skip this, tick the “Suspicion” clock. When full, your owning faction will take steps against you, including cutting you off from their industrial-grade generator (see below).",
- "suspicion": "suspicion",
- "hull_blurb2": "Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 Drain. When you mark your last Drain box, you go ON PROGRAM immediately (the GM will tell you what you do). Deadlock a key as normal. If you have no keys yet, choose a robotic deadlock instead (brutal, detached, ruthless, or unstable) and mark it below.",
- "hull_no_keys": "(You start with no keys)",
- "damage": "Damage",
- "designation": "Designation",
- "human_memories": "Human Memories",
- "memory_blurb": "Whenever you would mark playbook xp, you can tick a memory clock instead. When the clock is full, fill in the memory. You also remember: One key of your choice, a human contact, and a special ability from another playbook.",
- "memory_clock": "Memory clock",
- "memoryclock1": "What was my name and heritage?",
- "memory1_blurb": "Add a former friend (choose from friends of other players), key, and special ability",
- "memoryclock2": "What did I leave unfinished?",
- "memory2_blurb": "Add a former friend (choose from friends of other players), key, and special ability",
- "memoryclock3": "What was my background? Who or what did I love most in life?",
- "memory3_blurb": "Add a former friend (choose from rivals of other players), key, and special ability",
- "memoryclock4": "What crime was I sentenced to be Reformed for?",
- "memory4_blurb": "Remember a rival (someone powerful and dangerous), key, and special ability",
- "specialabilities_blurb": "Whenever you fill a memory clock, choose another playbook and roll 1d8. Use your result to count down the list of abilities from the top, and take that one. If it involves special items, you get those too. How did you acquire these items?",
- "markxp_blurb": "When all four memories complete, replace first xp trigger with this one:
You worked to free yourself from your owning faction and controller, or you addressed a challenge with your humanity.",
- "marking_xp": "Marking XP",
- "ward_boss": "Ward Boss",
- "anger": "Anger",
- "planning_meeting": "Planning Meeting",
- "1_table_opportunities": "1. TABLE OPPORTUNITIES",
- "1_table_blurb": "GM and every player each table an opportunity, providing one or two of: a client; a target faction; and/or an operation type. Consider:
What score is my character interested in?
What’s best for the crew right now?
What would be interesting, funny, or chaotic?
",
- "2_roll_for_payouts": "2. ROLL FOR POTENTIAL PAYOUTS",
- "2_roll_blurb": "Payout = Crew Tier roll + Target’s Tier
Roll payout for each tabled opportunity (tells you stacks as well as size/difficulty). For a claim score, stacks payout is halved (but not half the difficulty).",
- "3_choose_next_score": "3. CHOOSE NEXT SCORE",
- "3_choose_blurb": "Once you’ve chosen the score, flashback to arranging this score with the client. Gather information if you want, then decide an approach and opening gambit.",
- "crew_ability_take_the_shot": "Take the Shot",
- "crew_ability_take_the_shot_description": "When any PC takes the decisive action to eliminate a key target, they get +1d.",
- "crew_ability_under_the_radar": "Under the Radar",
- "crew_ability_under_the_radar_description": "When you kill someone during a score, you can take 2 Stress so that it doesn’t count towards Heat afterwards. How does your crew avoid the Death Radar?",
- "crew_ability_chameleons": "Chameleons",
- "crew_ability_chameleons_description": "Take +1d to the engagement roll for stealth or deception approaches. When you subdue someone and don their outfit, the disguise has increased effect.",
- "crew_ability_cold_storage": "Cold Storage",
- "crew_ability_cold_storage_description": "Every crew member can always find a convenient place to hide a body near to hand. Take 1 Stress to hide the body in the resonance field instead (it will rematerialize after a few hours).",
- "crew_ability_benefactor": "Benefactor",
- "crew_ability_benefactor_description": "When you take this ability, the crew immediately receives 4 stacks. Whenever you advance your Tier, it costs half the stacks it normally would. Who’s backing you? Why do they help you?",
- "crew_ability_loopers": "Loopers",
- "crew_ability_loopers_description": "Your crew is caught in an anomaly, and regularly experiences time loops where events are replayed. Usually you don’t retain memory between loops, but you can jump loops with some effort. Take 4 Stress after any action roll to roll it again, and take the best result between the two rolls. The second roll uses the exact same number of dice (pushes, assists, etc.). You can choose to do this after the GM has announced the consequences, but not after any resistance rolls.",
- "crew_ability_professionals": "Professionals",
- "crew_ability_professionals_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_sympathizers": "Sympathizers",
- "crew_ability_sympathizers_description": "The common citizenry of your home ground, and any turf you hold, are sympathetic to you and your cause. You can consider them allies (status +3). When asked, they will: give you shelter or a place to hide, redirect Bluecoats or other enemies, or give you other aid if they can.",
- "crew_ability_mutual_aid": "Mutual Aid",
- "crew_ability_mutual_aid_description": "You can lend support to one allied faction, and their Tier counts as one higher as long as you do. Your crew gets one free downtime action to work one of that faction’s long-term project clocks, if you wish. You can switch support once per downtime.",
- "crew_ability_guerrillas": "Guerrillas",
- "crew_ability_guerrillas_description": "When the target of a score is two or more Tier higher than you, take no penalty to the engagement roll, and gain +2 Rep after the score (whether you were successful or not).",
- "crew_ability_on_the_side_of_the_oppressed": "On the Side of the Oppressed",
- "crew_ability_on_the_side_of_the_oppressed_description": "You loudly and openly oppose the Bluecoats and their authoritarianism. You may count each Wanted Level as if it were turf.",
- "crew_ability_absolute_commitment": "Absolute Commitment",
- "crew_ability_absolute_commitment_description": "You have all sworn solemn vows of service to the cause. You get +1d to resistance rolls.",
- "crew_ability_revolutionaries": "Revolutionaries",
- "crew_ability_revolutionaries_description": "When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
- "muscle": "Muscle",
- "eggheads": "Eggheads",
- "hustlers": "Hustlers",
- "crew_ability_putting_the_band_back_together": "Putting the Band Back Together",
- "crew_ability_putting_the_band_back_together_description": "When any PC deadlocks, they drop out of the score entirely. Introduce a new character who makes an entrance at any time of your choosing. The character starts with bonus action dots, playbook abilities, full rows of bank, and deadlocks equal to the crew Tier (up to a max of 3). ",
- "crew_ability_one_last_job": "One Last Job",
- "crew_ability_one_last_job_description": "Before a job, any player may declare that this will be their character’s last score. When this is declared, the character clears all stress and gets 3 free downtime actions to use immediately or during flashbacks. Add +1d to the engagement roll. That PC must retire after the score.",
- "crew_ability_pulled_back_in": "Pulled Back In",
- "crew_ability_pulled_back_in_description": "You can bring a retired PC backwith a 10-step long term project clock (distribute 2 free ticks amongst any such clocks during each downtime). A returning character clears all harm and stress, and 1 deadlock becomes a key again.",
- "crew_ability_thieves_with_a_code": "Thieves With a Code",
- "crew_ability_thieves_with_a_code_description": "When you complete a score with no deaths having occurred, gain +1 faction status with the local citizenry.",
- "crew_ability_sleepy_time": "Sleepy Time",
- "crew_ability_sleepy_time_description": "Everyone on the crew adds tranquilizer rounds (0 load, compatible with any firearm) to their playbook items.",
- "crew_ability_what_could_possibly_go_wrong": "What Could Possibly Go Wrong",
- "crew_ability_what_could_possibly_go_wrong_description": "Your crew has shadow twins in the Resonance Field. You may call your doppelgänger into this reality to complete an action for you; they do it with increased effect and no need to roll—treat the result as a crit. Your shadow twin remains in the world and is controlled by the GM from this point forward.",
- "crew_ability_enlightened": "Enlightened",
- "crew_ability_enlightened_description": "You get +1d to resistance rolls against paranormal threats and consequences. You get +1d to healing rolls when you have paranormal harm.",
- "crew_ability_commune": "Commune",
- "crew_ability_commune_description": "You may use teamwork with any crew member, regardless of the distance separating you. By taking 1 Stress, your projected thoughts are heard by every crew member as telepathic communication.",
- "crew_ability_synchronized_watches": "Synchronized Watches",
- "crew_ability_synchronized_watches_description": "You may use assists or setup actions with any crew member, regardless of the distance separating you. When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
- "crew_ability_dont_forget_the_duffel_bag": "Don't Forget the Duffel Bag",
- "crew_ability_dont_forget_the_duffel_bag_description": "Once per score, the crew can flashback to an Acquire Asset roll with +2d. Both the flashback and the downtime activity are free.",
- "crew_ability_echo_safehouse": "Echo Safe House",
- "crew_ability_echo_safehouse_description": "The crew has access to a safe house in the resonance field. It can be accessed once per score, from anywhere. The door always returns to the same place it was entered from. Use it as a hiding place, to reequip, repair, or just take a breather. Any PCs who enter gain +1 load. One PC may clear all level 1 harm via emergency medical supplies there. Note that time still passes in the outside world.",
- "crew_ability_black_bag_operations": "Black Bag Operations",
- "crew_ability_black_bag_operations_description": "When you execute a clandestine infiltration, you get +1d to the engagement roll. You may attempt to install surveillance equipment during a score on any faction’s turf. So long as the wire remains in place, take +1d on any future gather information rolls related to that faction. The GM may make a fortune roll with the faction’s Tier to see if they notice the bug and remove it during personal business.",
- "crew_ability_best_intentions":"Best Intentions",
- "crew_ability_best_intentions_description":"If every PC vows not to kill anyone before a score, take +1d to the engagement roll. The first time each PC takes an action that might kill someone if it’s successful (whether intentional by the PC or not), they take +1d and potency. If you all keep the vow, the crew marks 1 xp.",
- "crew_ability_zeal":"Zeal",
- "crew_ability_zeal_description":"Every PC gets +1d and potency when they evangelize about the Utopian Vision.",
- "crew_ability_second_circle": "-------",
- "crew_ability_second_circle_description": "ONCE YOU HAVE DESCENDED TO THE SECOND CIRCLE, YOU MAY CHOOSE:",
- "crew_ability_true_believers": "True Believers",
- "crew_ability_true_believers_description": "Your cohorts will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the Utopian Vision.",
- "crew_ability_altered_states": "Altered States",
- "crew_ability_altered_states_description": "Each PC gains an additional vice: Ritual Hedonism. When you indulge this vice, you don't overindulge if you clear excess Stress. In addition, your ecstatic visions of the future mean you can perform one flashback for free.",
- "crew_ability_third_circle": "-------",
- "crew_ability_third_circle_description": "ONCE YOU HAVE DESCENDED TO THE THIRD CIRCLE, YOU MAY CHOOSE:",
- "crew_ability_for_the_greater_good": "For the Greater Good",
- "crew_ability_for_the_greater_good_description": "A human sacrifice removes the Stress cost for any paranormal experiment you perform, and such sacrifices performed in your base do not trigger the Death Radar or generate Heat.",
- "crew_ability_this_is_fine": "This Is Fine",
- "crew_ability_this_is_fine_description": "If every PC works together (group action), you can summon a denizen of your Utopian Vision into this reality: a Class V Resonance Entity.",
- "crew_ability_fourth_circle": "-------",
- "crew_ability_fourth_circle_description": "ONCE YOU HAVE DESCENDED TO THE FINAL CIRCLE, YOU MAY CHOOSE:",
- "crew_ability_remember_the_forgotten": "Remember the Forgotten",
- "crew_ability_remember_the_forgotten_description": "You can now communicate with the entity who created your Utopian Vision (a “god”?). Tread carefully.",
- "crew_ability_paradise_manifest": "Paradise Manifest",
- "crew_ability_paradise_manifest_description": "When you take this advance, your base and the area around transforms into a small fragment of your utopia, manifest in this reality. Take +2d to the engagement roll for any raids. All crew members gain potency when acting in the base and its surrounds, and all downtime actions conducted in the base get +1 result level. This will attract significant attention from Section 6 and other high-Tier factions.",
- "crew_ability_we_no_longer_play_by_your_rules": "We No Longer Play By Your Rules",
- "crew_ability_we_no_longer_play_by_your_rules_description": "When you take this advance, immediately pick two more advances.",
- "your_utopian_vision": "Your Utopian Vision",
- "first_circle": "First Circle",
- "second_circle": "Second Circle",
- "third_circle": "Third Circle",
- "final_circle": "Final Circle",
- "truths1": "Choose 2 truths of the Vision: Free / Egalitarian / Abundant / Beautiful / Serene / Radiant / Natural ",
- "truths2": "Learn a new truth of the Vision: Shifting / Sweltering / Lustful / Unsettling / Future / Past / Alien",
- "truths3": "Learn a new truth of the Vision: Psychedelic / Inhuman / Violent / Future / Past / Tempestuous",
- "truths4": "Learn a new truth of the Vision: Fiery / Frozen / Terrifying / Cruel / Monstrous / Capricious / Inhuman",
- "threshold1": "Threshold of Gold: Circle unlocks when the crew has earned 20 stacks total",
- "threshold2": "Threshold of Blood: Circle unlocks when the crew has also ended at least 10 lives",
- "threshold3": "Threshold of Power: Circle unlocks when the crew has also reached Tier 3 and created a major anomaly",
- "crew_ability_first_ones_free": "First One's Free",
- "crew_ability_first_ones_free_description": "You can give away your product to build Rep during downtime. 1 Rep costs 1 unit.",
- "crew_ability_like_candy": "First Rate",
- "crew_ability_like_candy_description": "Your merchandise is exquisite. Gain potency when you Sway or Consort with those hooked on your product. When you deal with a crew or faction, the GM will tell you who among them is already hooked (one, a few, many, or all).",
- "crew_ability_on_retainer": "On Retainer",
- "crew_ability_on_retainer_description": "You have an expert lawyer representing your crew. Their Quality is equal to crew Tier +2. When you take the Reduce Heat downtime action, you can have your lawyer roll their Quality instead. When you take the rap, your Wanted Level counts as one lower for the purposes of sentencing.",
- "crew_ability_cat_and_mouse": "Cat and Mouse",
- "crew_ability_cat_and_mouse_description": "The GM will tell you about any special Mandates investigating your crew, and put their clocks on the table from now on. You get +2d to the engagement roll against any raids (Mandates or otherwise).",
- "crew_ability_double_blind": "Field Testing",
- "crew_ability_double_blind_description": "You can prepare a special cut of your product for use during a score. Choose an effect: healing (clear level 1 harm), exhilarating (clear 1 Stress), calming (social potency), enlightening (increase result level on gather information). Each costs 1 unit of product, takes 1 load, and is consumed after use.",
- "crew_ability_bleeding_edge": "Bleeding Edge",
- "crew_ability_bleeding_edge_description": "You have an experimental new product that pays out twice the stacks but generates twice the heat during supply and distribution. Track these units separately. ",
- "crew_ability_payment_in_kind": "Payment in Kind",
- "crew_ability_payment_in_kind_description": "You can use units to purchase crew upgrades. 1 crew upgrade costs 5 units (so a new cohort would cost 10 units).",
- "the_product": "The Product",
- "product_qualities": "Enlightening / Dangerous—Upper / Downer / Psychedelic / Sophisticated / Unusual",
- "supply": "Supply (start from left)",
- "demand": "Demand (start from left)",
- "distribution": "Distribution (start from left)",
- "competitive_advantages": "Competitive Advantages (start from left)",
- "alluvium": "Alluvium",
- "units": "Units",
- "crew_ability_custom_ride": "Custom Ride",
- "crew_ability_custom_ride_description": "Create one of your vehicles (autopod, autocycle, boat, etc.) as a cohort (use 1-2 vehicle edges and an equal number of flaws). Its Quality is equal to your Tier +1. It includes a driver, if needed.",
- "crew_ability_stunt_riders": "Stunt Riders",
- "crew_ability_stunt_riders_description": "The first time one of the crew’s signature stunts is performed during a score, take +2d and increased effect. Choose one to start with. The crew masters an additional signature stunt each time you take this ability. You can do any of these stunts even if they’re not a signature, but don’t get bonus dice etc.",
- "crew_ability_escape_velocity": "Escape Velocity",
- "crew_ability_escape_velocity_description": "One of the crew’s vehicles is fitted with a device that activates at a specific speed. This requires filling an 8-segment acceleration clock during the score. When the clock is filled and the vehicle hits the target speed, choose an effect: break the laws of gravity—create a tear in reality—travel into the resonance field— travel backward or forward through time.",
- "crew_ability_the_family_takes_a_cut": "The Family Takes a Cut",
- "crew_ability_the_family_takes_a_cut_description": "Before payout for a smuggling or hijacking score, the crew can skim the goods for +4 stacks. The GM will tick a clock.",
- "crew_ability_bring_them_in": "Bring Them In",
- "crew_ability_bring_them_in_description": "As long as you’re not currently fighting them (e.g. you’re at war), you can turn even the most bitter of enemies into family. This requires a long-term project—6 segments to turn them into a crew contact, 10 segments to turn them into a cohort or PC (your choice). If they become a PC, create them as normal, with bonus action dots and abilities each equal to their Tier, and any deadlocks at the GM’s discretion. Their faction’s relationship to your crew does not change.",
- "crew_ability_speed_demons": "Speed Demons",
- "crew_ability_speed_demons_description": "When you go into conflict aboard a vehicle, you gain increased effect for vehicle damage and speed. If the vehicle has armor, you can use it for your own protection.",
- "signature_stunts": "Signature Stunts",
- "choose_one": "Choose one to start with",
- "smugglers_turn": "Smuggler’s Turn: A controlled skid and turn before speeding off in the opposite direction.",
- "reverse180": "Reverse 180: Spinning 180 degrees and continuing in the same direction but facing backward.",
- "shell_game": "Shell Game: Launching decoy vehicles (may need to acquire an asset) to confuse and surprise.",
- "outside_ride": "Outside Ride: Riding the roof, side, or hood of a moving vehicle, and leaping from vehicle to vehicle.",
- "big_air": "Big Air: Launching a vehicle into the air across a surprising distance with any improvised ramp.",
- "ramming_speed": "Ramming Speed: Putting your foot down and meeting obstacles head-on.",
- "vehicle_edges_title": "Vehicle Edges",
- "vehicle_flaws_title": "Vehicle Flaws",
- "vehicle_edges": "Nimble: The vehicle handles easily. Consider this an assist for tricky maneuvers.
Simple: The vehicle is easy to repair. Remove all of its harm during downtime.
Sturdy: The vehicle keeps operating even when broken.",
- "vehicle_flaws": "Guzzler: The vehicle costs 1 stack per downtime to keep in operation.
Distinct: The vehicle has memorable features. Take +1 Heat when you use it on a score.
Finicky: When operated without the one person who understands it, the vehicle has -1 Quality.",
- "major": "Major",
- "passing": "Passing",
- "backing_faction_help": "Backing Faction Help",
- "backing_faction_help_blurb": "Each type of help can be called on once per gameplay cycle (crew business then personal business). Check it off when you use it. At the end of the gameplay cycle, make a fortune roll to see if they ask for a favor in return.",
- "backinghelp_1": "Assist on your action roll, as if they were a teammate (+1d).",
- "backinghelp_2": "Increase effect on your action roll, as though you pushed yourself",
- "backinghelp_3": "Resist or dismiss unwanted consequences, if it’s within their powers.",
- "backinghelp_4": "Loan you equipment of their tier level in quality.",
- "backinghelp_4b": "Increase result level on a downtime activity roll.",
- "backinghelp_5": "Share relevant intel with you; make a gather information fortune roll with dice equal to their tier.",
- "backinghelp_6": "Give you a 1 stack reward when handing over information of interest to them.",
- "backinghelp_7": "Intervene with another faction on your behalf, if it’s within their powers.",
- "loyal_resonance_entity": "Loyal Resonance Entity",
- "paranormal_assistant": "Paranormal assistant",
- "time_traveler_viceblurb": "Instead of Stress, you experience temporal instability. Restabilizing requires using a paranormal device powered by a canister of alluvium (downtime action). When you do this, clear 5 Instability (you cannot overindulge). Note that alluvium is rare and illegal. You arrive with four canisters of alluvium.",
- "time_traveler_past_viceblurb": "Instead of Stress, you experience temporal instability. Restabilizing requires using a paranormal ritual that uses alluvium as a crucial ingredient (downtime action). When you do this, clear 5 Instability (you cannot overindulge). Note that alluvium is rare and illegal. You arrive with four vials of alluvium.",
- "time_traveler": "Time Traveler",
- "time_traveler_future": "Time Traveler from the Future",
- "time_traveler_past": "Time Traveler from the Past",
- "playbook_time_traveler_description": "A Voyager Visiting This Era on an Important Mission",
- "playbook_time_traveler_xp_condition": "You addressed a challenge with fearless conviction or lateral thinking.",
- "playbook_time_traveler_xp_condition3": "You struggled with issues stemming from a temporal glitch.",
- "playbook_ability_future_shock": "Future Shock",
- "playbook_ability_future_shock_description": "You are a visitor from the future, here on an important mission. Your mind starts muddled from the time travel process. Every time you fill your playbook xp, you gain clarity—choose a new Time Traveler trait and a versatile ability from another playbook (reflecting your former life and experiences), and take another temporal glitch, and note down a new detail of your mission. You burn brightly but briefly. Make the most of your time here.",
- "playbook_ability_advanced_combat_reflexes": "Advanced Combat Reflexes",
- "playbook_ability_advanced_combat_reflexes_description": "Cybernetic implants and futuristic combat training let you react to threats in a fraction of a second and even dodge bullets. Your bare hands count as a fine weapon. When there's a question about who acts first, the answer is you.",
- "playbook_ability_psionics": "Psionics",
- "playbook_ability_psionics_description": "When you push yourself, you can also do one of the following: communicate without words—view another location clairvoyantly—temporarily increase your strength and speed—mentally interface with technology.",
- "playbook_ability_pocket_dimension": "Pocket Dimension",
- "playbook_ability_pocket_dimension_description": "Take 2 Instability to step out of this timeline for a few minutes, disappearing instantly before reappearing in the same place. Take 1 Instability for each additional feature: it lasts for up to an hour rather than a few minutes—you reappear in a visible location of your choice—you also take anyone you're touching.",
- "playbook_ability_multi_dimensional": "Multi-Dimensional",
- "playbook_ability_multi_dimensional_description": "Unmoored in time, you can tap into the knowledge and experiences of yourself from alternate timelines. Attune to instantly \"remember\" a new skill or experience (e.g. piloting an airship, speaking another language, knowing how to relate to wealthy aristocrats).",
- "playbook_ability_quantum_displacement": "Quantum Displacement",
- "playbook_ability_quantum_displacement_description": "Take 1 Instability to teleport anywhere you can see.",
- "playbook_ability_save_and_reload": "Save and Reload",
- "playbook_ability_save_and_reload_description": "Take 5 Instability to rewind the timeline of your physical body to a pre-injured state. Clear all harm.",
- "playbook_item_powerful_mechanical_limb" :"Powerful mechanical limb",
- "playbook_item_forcefield_device": "Force field device",
- "playbook_item_fine_laser_pistol": "Fine future pistol",
- "playbook_item_fine_plasma_blade": "Fine plasma blade",
- "playbook_item_holo_projector": "Holo-projector",
- "playbook_item_mysterious_tape_reel": "Mysterious tape reel",
- "playbook_ability_haunted_by_the_past": "Haunted by the Past",
- "playbook_ability_haunted_by_the_past_description": "You are a visitor from the past, here on an important mission. Your mind starts muddled from the time travel process. Every time you fill your playbook xp, you gain clarity—choose a new Time Traveler trait and an ability from one of the Blades in the Dark playbooks, and take another temporal glitch, and note down a new detail of your mission. You burn brightly but briefly. Make the most of your time here.",
- "playbook_ability_ancient_martial_techniques": "Ancient Martial Techniques",
- "playbook_ability_ancient_martial_techniques_description": "You have been trained in mystical combat arts lost to time. Your bare hands count as a fine weapon. When there's a question about who acts first, the answer is you.",
- "playbook_ability_sorcery": "Sorcery",
- "playbook_ability_sorcery_description": "When you push yourself, you can also do one of the following: communicate without words—view another location clairvoyantly—temporarily increase your strength and speed—supernaturally interface with electroplasmic technology.",
- "playbook_ability_step_into_the_void": "Step into the Void",
- "playbook_ability_step_into_the_void_description": "Take 2 Instability to step out of this timeline for a few minutes, disappearing instantly before reappearing in the same place. Take 1 Instability for each additional feature: it lasts for up to an hour rather than a few minutes—you reappear in a visible location of your choice—you also take anyone you're touching.",
- "playbook_ability_shadow_walk": "Shadow Walk",
- "playbook_ability_shadow_walk_description": "Take 1 Instability to teleport anywhere you can see.",
- "playbook_ability_resurrection_of_the_flesh": "Resurrection of the Flesh",
- "playbook_ability_resurrection_of_the_flesh_description": "Take 5 Instability to reverse the timeline of your physical body to a pre-injured state. Clear all harm.",
- "playbook_item_fine_blade_jira_forged": "Fine blade (Jira-forged)",
- "playbook_item_fine_antiquated_pistol": "Fine antiquated pistol",
- "playbook_item_electroplasmic_ammo": "Electroplasmic ammo",
- "playbook_item_mysterious_ghost_key": "Mysterious ghost key",
- "find_solution": "Find a Solution and Take It Back",
- "find_solution_blurb": "There's a terrible problem in the past, and you're here to find the fix and take it back.",
- "solution_1": "1. What plagues the past?",
- "solution_2": "2. Who or what is responsible?",
- "solution_3": "3. Why did you choose this crew?",
- "solution_4": "4. What is the cure or solution?",
- "save_present": "Save the Present from a Past Mistake",
- "save_present_blurb": "Something terrible happened in your time that's about to impact today. You're here to stop it.",
- "present_1": "1. What was the mistake?",
- "present_2": "2. Why has it been dormant?",
- "present_3": "3. Why did you choose this crew?",
- "present_4": "4. What terrible thing is about to happen?",
- "temporal_glitches": "Temporal Glitches",
- "temporal_glitches_list": "Body Phasing / Hallucinations / Lagging / Headaches / Flashbacks / Time Skips",
- "instability": "Instability",
- "time_traveler_instability_blurb": "When you mark your last point of Instability, strike out a key but choose a temporal glitch instead of a deadlock as normal. When you do, you recall a new detail of your mission (below). Once you have four temporal glitches, you disappear from this time period entirely after the next score. Make it count.",
- "prevent_terrible_future": "Prevent a Terrible Future",
- "prevent_terrible_future_blurb": "You come from a future where things went bad; you’ve come back to stop that happening.",
- "terrible_future_1": "1. What is the terrible future?",
- "terrible_future_2": "2. Who or what is responsible?",
- "terrible_future_3": "3. Why did you choose this crew?",
- "terrible_future_4": "4. What is the inflection moment?",
- "chase_down_bad": "Chase Down Something Bad",
- "chase_down_bad_blurb": "Something or someone dangerous came here from your time, and you followed to stop them.",
- "chasing_bad_1": "1. Who are you chasing?",
- "chasing_bad_2": "2. What did they do in the future?",
- "chasing_bad_3": "3. Why did you choose this crew?",
- "chasing_bad_4": "4. Why did the enemy come here?"
- }
+ "your_utopian_vision": "Your Utopian Vision",
+ "zerodice": "Zero Dice — take the lowest result above"
+}