New translations translation.json (Hebrew)

This commit is contained in:
roll20deploy
2024-03-12 15:15:36 -04:00
parent fa576bc575
commit beaec004d3
@@ -1761,11 +1761,11 @@
"villain": "Villain",
"Villain": "Villain",
"community-tracker": "Community Tracker",
"Patron Spirit": "Patron Spirit",
"The Loner": "The Loner",
"The Lore-Holder": "The Lore-Holder",
"The Other-Folk": "The Other-Folk",
"The Spirit-Touched": "The Spirit-Touched",
"Concept": "Concept",
"Mark of the Spirit-Touched": "Mark of the Spirit-Touched",
"Game Options": "Game Options",
"World Settings": "World Settings",
@@ -1779,6 +1779,11 @@
"The Lore-Holder: The Lore-holder is the Stone Age version of the Expert.": "<b>The Lore-Holder:</b> The Lore-holder is the Stone Age version of the Expert.",
"The Other-Folk: This replaces the Monstrous playbook and has a variety of options to add a Stone Age feel.": "<b>The Other-Folk:</b> This replaces the Monstrous playbook and has a variety of options to add a Stone Age feel.",
"The Spirit-Touched: This is a reworking of the Divine. In this setting, the Spirit-Touched is a person who has been imbued with great power by a spirit. You may have sought this out, or it may have been imposed on you. Either way, you have made a deal that you cant get out of now.": "<b>The Spirit-Touched:</b> This is a reworking of the Divine. In this setting, the Spirit-Touched is a person who has been imbued with great power by a spirit. You may have sought this out, or it may have been imposed on you. Either way, you have made a deal that you cant get out of now.",
"Codex of Worlds Apocrypha Playbooks": "Codex of Worlds Apocrypha Playbooks",
"The Curse-Eater": "The Curse-Eater",
"The Curse-Eater faces down evil magics and monsters and makes a meal of them to use that dark power as their own, risking corruption and—if they push too far—becoming a monster.": "The Curse-Eater faces down evil magics and monsters and makes a meal of them to use that dark power as their own, risking corruption and—if they push too far—becoming a monster.",
"The Survivor": "The Survivor",
"A regular person caught in a bad situation—one where they might not make it out alive. For use with the Wait, Monsters Are Real? toolkit.": "A regular person caught in a bad situation—one where they might not make it out alive. <i>For use with the <b>Wait, Monsters Are Real?</b> toolkit.</i>",
"Ambush": "Ambush",
"When you launch a surprise attack or unleash a trap, inflict harm as established.": "When you launch a surprise attack or unleash a trap, inflict harm as established.",
"Crafting": "Crafting",
@@ -1955,9 +1960,29 @@
"Hunter Support": "Hunter Support",
"End of the Mystery": "End of the Mystery",
"At the end of each mystery, the hunters may choose one person who was directly helped by what they did (by default, use the person who initially contacted them). This person gains one support mark.": "At the end of each mystery, the hunters may choose one person who was directly helped by what they did (by default, use the person who initially contacted them). This person gains one support mark.",
"Codex of Worlds": "Codex of Worlds",
"Apocrypha": "Apocrypha",
"Army Of One": "Army Of One",
"All hunters in this team are various versions of the same person. It creates many opportunities to cooperate closely and trick their opponents in ways other teams cant, but can also lead to lots of drama between them. Whats more, there are many people and groups who would like to learn how this singular group came to be.": "All hunters in this team are various versions of the same person. It creates many opportunities to cooperate closely and trick their opponents in ways other teams cant, but can also lead to lots of drama between them. Whats more, there are many people and groups who would like to learn how this singular group came to be.",
"Back to Square One": "Back to Square One",
"You were extremely powerful monster hunters once, but you lost almost all your powers and experience. Your newfound weakness becomes harder and harder to bear, as innocents discover they cant count on you anymore, and monsters see how easily they can take their revenge on you!": "You were extremely powerful monster hunters once, but you lost almost all your powers and experience. Your newfound weakness becomes harder and harder to bear, as innocents discover they cant count on you anymore, and monsters see how easily they can take their revenge on you!",
"Doomed World Exiles": "Doomed World Exiles",
"You saw the world end. Maybe it was overrun by monsters, or exploded in a magical disaster? Anyway, youre here now and Earth seems to exist safely, but you already see the first signs that the apocalypse youve experienced might repeat itself, and soon. You wont allow another world to end.": "You saw the world end. Maybe it was overrun by monsters, or exploded in a magical disaster? Anyway, youre here now and Earth seems to exist safely, but you already see the first signs that the apocalypse youve experienced might repeat itself, and soon. You wont allow another world to end.",
"Monster Revelations": "Monster Revelations",
"This team is a crew of journalists investigating the strangest of stories. You might be a big-budget documentary crew, some friends with a podcast, or anything in between. Youve got a nose for a great story and a desire to get to the bottom of everything weird thats going on.": "This team is a crew of journalists investigating the strangest of stories. You might be a big-budget documentary crew, some friends with a podcast, or anything in between. Youve got a nose for a great story and a desire to get to the bottom of everything weird thats going on.",
"Storied Hunter Lineage": "Storied Hunter Lineage",
"The hunters in this team are members of a family who have hunted monsters for generations, perhaps even into the mists of history. Your archives and heirlooms give you a head start against monsters, but your familys fame means monsters already know about you, too.": "The hunters in this team are members of a family who have hunted monsters for generations, perhaps even into the mists of history. Your archives and heirlooms give you a head start against monsters, but your familys fame means monsters already know about you, too.",
"Thrill-Seekers": "Thrill-Seekers",
"You are hunters who have gotten a taste for going after the biggest and baddest monsters, and theres no other high worth chasing after. Youve all somehow cheated death—or worse—again and again. Maybe the next thrill will be your last, but until then, youll give it all youve got.": "You are hunters who have gotten a taste for going after the biggest and baddest monsters, and theres no other high worth chasing after. Youve all somehow cheated death—or worse—again and again. Maybe the next thrill will be your last, but until then, youll give it all youve got.",
"Modern Haunts": "Modern Haunts",
"Hauntbusters": "Hauntbusters",
"This new team playbook is concerned with neutralising haunts and other places of malevolent power. Its a great team if you want to run a modern series centred on haunts, a Gothic Century series, or a This Strange Old House series focused on researching the house itself.": "This new team playbook is concerned with neutralising haunts and other places of malevolent power. Its a great team if you want to run a modern series centred on haunts, a Gothic Century series, or a This Strange Old House series focused on researching the house itself.",
"Getting Started": "Getting Started",
"Decide who you all are.": "Decide who you all are.",
"Describe your doomed world and what doomed it.": "Describe your doomed world and what doomed it.",
"Determine the nature of the Event.": "Determine the nature of the Event.",
"Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.",
"Pick your family name.": "Pick your family name.",
"Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).",
"Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.",
"Create your city.": "Create your city.",
@@ -1967,6 +1992,7 @@
"Customize the organisation.": "Customize the organisation.",
"Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.",
"Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.",
"Pick your shows format and name.": "Pick your shows format and name.",
"Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.",
"Put on some music and hit the road.": "Put on some music and hit the road.",
"Await the next weird prophecy.": "Await the next weird prophecy.",
@@ -1981,6 +2007,10 @@
"You have half an hour before we fly to the next city. Soundcheck at 7, youre on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, youre on at 8.",
"Snoop around the bosss office while theyre in a meeting.": "Snoop around the bosss office while theyre in a meeting.",
"Stay wary, that sounded like howls on the wind.": "Stay wary, that sounded like howls on the wind.",
"Type “spooky places in [place Im in now]” into a search engine.": "Type “spooky places in [place Im in now]” into a search engine.",
"Choose what caused your loss.": "Choose what caused your loss.",
"Pick an heirloom for each team member.": "Pick an heirloom for each team member.",
"Describe why you teamed up to become thrill-seekers.": "Describe why you teamed up to become thrill-seekers.",
"The Bureau": "The Bureau",
"Prompts": "Prompts",
"The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.",
@@ -2145,6 +2175,82 @@
"Torment you.": "Torment you.",
"Make you join the Hunt again.": "Make you join the Hunt again.",
"Make you slaves.": "Make you slaves.",
"Who Are You?": "Who Are You?",
"You all are, on some level, the same person. When choosing the looks of your hunters, each of you underlines one of the options theyve chosen and reads it aloud. This option applies to all of you. Its also your decision if your hunters need to be the same age, gender, ethnicity, etc.What is the source of your radical similarity?": "You all are, on some level, the same person. When choosing the looks of your hunters, each of you underlines one of the options theyve chosen and reads it aloud. This option applies to all of you. Its also your decision if your hunters need to be the same age, gender, ethnicity, etc.<p>What is the source of your radical similarity?",
"Were all clones of the same person.": "Were all clones of the same person.",
"Were alternate versions of the same person from alternate universes or timelines.": "Were alternate versions of the same person from alternate universes or timelines.",
"We were created, or radically altered, by the same magical phenomenon.": "We were created, or radically altered, by the same magical phenomenon.",
"We are all vessels for a single otherworldly consciousness.": "We are all vessels for a single otherworldly consciousness.",
"Your Loss": "Your Loss",
"When creating hunters, choose four improvements, including one advanced improvement, for each of them. Those are the abilities they once had, but now have lost. Your enemies and allies can expect you to have those abilities or excel at those areas, and you might be able to regain those improvements outside of normal advancement by team moves or big magic.": "When creating hunters, choose four improvements, including one advanced improvement, for each of them. Those are the abilities they once had, but now have lost. Your enemies and allies can expect you to have those abilities or excel at those areas, and you might be able to regain those improvements outside of normal advancement by team moves or <b>big magic</b>.",
"Choose why you lost your powers:": "Choose why you lost your powers:",
"We lost our memories.": "We lost our memories.",
"Someone stole our power.": "Someone stole our power.",
"We sacrificed them as part of a ritual to stop a disaster.": "We sacrificed them as part of a ritual to stop a disaster.",
"We were powered by an outside force, and now its left us.": "We were powered by an outside force, and now its left us.",
"We were regenerated, rejuvenated, or even reincarnated, but it has also lessened our experience.": "We were regenerated, rejuvenated, or even reincarnated, but it has also lessened our experience.",
"Choose one or more people or groups who already know of your loss:": "Choose one or more people or groups who already know of your loss:",
"An innocent we were protecting, namely": "An innocent we were protecting, namely",
"Our nemesis, chosen in the next step.": "Our nemesis, chosen in the next step.",
"Our ally, chosen in the next step.": "Our ally, chosen in the next step.",
"Our teachers, who put all their hopes in us.": "Our teachers, who put all their hopes in us.",
"Your Doomed World": "Your Doomed World",
"What ended the world?": "What ended the world?",
"An attack by an army of monsters.": "An attack by an army of monsters.",
"A magical catastrophe.": "A magical catastrophe.",
"An experiment gone horribly wrong.": "An experiment gone horribly wrong.",
"A depletion of its energy.": "A depletion of its energy.",
"Sins of its inhabitants.": "Sins of its inhabitants.",
"It hasnt ended, but is a hellish dystopia now.": "It hasnt ended, but is a hellish dystopia now.",
"What was your role in this?": "What was your role in this?",
"We were fighting until the very end, but failed.": "We were fighting until the very end, but failed.",
"We caused the apocalypse.": "We caused the apocalypse.",
"We made others cause the apocalypse.": "We made others cause the apocalypse.",
"We were caught by surprise.": "We were caught by surprise.",
"We were chosen to be the exiles.": "We were chosen to be the exiles.",
"How did you end up where you are now?": "How did you end up where you are now?",
"We travelled in time to before the apocalypse started.": "We travelled in time to before the apocalypse started.",
"We were looking for a safe world, and found this one.": "We were looking for a safe world, and found this one.",
"It was the official safety protocol to go here if our world is doomed.": "It was the official safety protocol to go here if our world is doomed.",
"We wished for another chance, and it seems it worked.": "We wished for another chance, and it seems it worked.",
"We know the apocalypse will strike here next.": "We know the apocalypse will strike here next.",
"We were merged with Yog-Sothoth, the eldritch incarnation of space-time.": "We were merged with Yog-Sothoth, the eldritch incarnation of space-time.",
"We have no idea how we got here.": "We have no idea how we got here.",
"What signs of the apocalypse are here now?": "What signs of the apocalypse are here now?",
"The same kinds of monsters are active here.": "The same kinds of monsters are active here.",
"The same phenomena are observed more and more often.": "The same phenomena are observed more and more often.",
"People are making the same mistakes.": "People are making the same mistakes.",
"Seemingly innocuous things are happening, and you know they were the apocalypses catalysts.": "Seemingly innocuous things are happening, and you know they were the apocalypses catalysts.",
"You, and maybe someone else, are having prophetic dreams about the apocalypse.": "You, and maybe someone else, are having prophetic dreams about the apocalypse.",
"A prophecy about the coming apocalypse was recently revealed, but nobody believes it.": "A prophecy about the coming apocalypse was recently revealed, but nobody believes it.",
"Show Format and Name": "Show Format and Name",
"How do you publish your discoveries?": "How do you publish your discoveries?",
"Internet video service": "Internet video service",
"Podcast": "Podcast",
"Radio show": "Radio show",
"Television documentary series": "Television documentary series",
"Magazine": "Magazine",
"Newspaper articles": "Newspaper articles",
"Social media or internet forum": "Social media or internet forum",
"What are you called?": "What are you called?",
"Family Name": "Family Name",
"Heirlooms": "Heirlooms",
"Each hunter on the team is allocated a family heirloom by the family elders. Select which one your hunter was entrusted with. There is only one of each.At the family elders discretion, a hunter might be allowed to swap out their heirloom for another if their needs change. If the hunters heirloom is broken, lost, or destroyed they will not be given a replacement.": "Each hunter on the team is allocated a family heirloom by the family elders. Select which one your hunter was entrusted with. There is only one of each.<p>At the family elders discretion, a hunter might be allowed to swap out their heirloom for another if their needs change. If the hunters heirloom is broken, lost, or destroyed they will not be given a replacement.",
"Old Sword: 2-harm hand valuable ancient magic. Its especially effective against one class of monster—pick one with the Keepers agreement. Do +1-harm when you use it on those creatures. ": "<b>Old Sword:</b> 2-harm hand valuable ancient magic. Its especially effective against one class of monster—pick one with the Keepers agreement. Do +1-harm when you use it on those creatures. ",
"Bearer:": "Bearer:",
"Old Pistol: 2-harm close loud antique. It has a set of 12 bullets enchanted against certain monsters—these bullets count as a weakness. Define the targets of six of the bullets when the game begins; the others may be selected in play (including during a mystery when you definitely identify a monster). Creating new enchanted bullets is big magic.": "<b>Old Pistol:</b> 2-harm close loud antique. It has a set of 12 bullets enchanted against certain monsters—these bullets count as a weakness. Define the targets of six of the bullets when the game begins; the others may be selected in play (including during a mystery when you definitely identify a monster). Creating new enchanted bullets is <b>big magic.</b>",
"Jewelled Bee Brooch: While you wear it, you have a general feeling about how close and which direction your family members are (the team in particular). If any of them are in trouble, youll know it.": "<b>Jewelled Bee Brooch:</b> While you wear it, you have a general feeling about how close and which direction your family members are (the team in particular). If any of them are in trouble, youll know it.",
"Necklace: A mystical rune shaped in gold. The wearer may ignore one case of harm suffered each mystery—a bright gold flare deflects the danger. This does not prevent harm from the Thicker than Water team move.": "<b>Necklace:</b> A mystical rune shaped in gold. The wearer may ignore one case of harm suffered each mystery—a bright gold flare deflects the danger. This does not prevent harm from the <b>Thicker than Water</b> team move.",
"Beadwork belt: Twice each mystery, you may automatically succeed on an act under pressure roll. The first time, its as if you rolled a 10. The second time, its as if you rolled a 7. Nothing can modify this result.": "<b>Beadwork belt:</b> Twice each mystery, you may automatically succeed on an <b>act under pressure</b> roll. The first time, its as if you rolled a 10. The second time, its as if you rolled a 7. Nothing can modify this result.",
"Pen: While you have the pen on your person, you may choose to have a monster that is attacking another team member or bystander target you instead, as long as they can do so. Tell the Keeper when you activate this power (such as when they say who a monster is about to attack).": "<b>Pen:</b> While you have the pen on your person, you may choose to have a monster that is attacking another team member or bystander target you instead, as long as they can do so. Tell the Keeper when you activate this power (such as when they say who a monster is about to attack).",
"Crystal: The crystal magnifies your mystical energies. When you use magic, the effects are more powerful (assume double the normal effect, however that makes sense). Glitches, magical backlashes, and big magic are also amplified.": "<b>Crystal:</b> The crystal magnifies your mystical energies. When you <b>use magic</b>, the effects are more powerful (assume double the normal effect, however that makes sense). Glitches, magical backlashes, and <b>big magic</b> are also amplified.",
"What Past Did You Leave Behind?": "What Past Did You Leave Behind?",
"I followed the rules of life and gained all the money and success that came with it—only to feel empty, dissatisfied, and yearning.": "I followed the rules of life and gained all the money and success that came with it—only to feel empty, dissatisfied, and yearning.",
"Hunter(s):": "Hunter(s):",
"A monster took everything from me—the only thrill I have left is in hunting more of them.": "A monster took everything from me—the only thrill I have left is in hunting more of them.",
"I was created to be a monster that hunts monsters—but now I do this on my own terms.": "I was created to be a monster that hunts monsters—but now I do this on my own terms.",
"I dont have much time left—Im going to make every second count, make it all mean something.": "I dont have much time left—Im going to make every second count, make it all mean something.",
"Something else that explains why monster hunting provides a thrill nothing else can:": "Something else that explains why monster hunting provides a thrill nothing else can:",
"Notes": "Notes",
"Team Moves": "Team Moves",
"Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:",
@@ -2223,6 +2329,41 @@
"Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "<b>Ride with the Thunder:</b> When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can <b>use magic</b> to win anyway.",
"Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get 1 ongoing to helping the hunted mortals.": "<b>Sense of the Hunt:</b> When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can <b>read a bad situation</b> to get more info on this situation, but if you fail, you get 1 ongoing to helping the hunted mortals.",
"Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns its investigated by those who escaped the Wild Hunt.": "<b>Legend Amongst Monsters:</b> Each of you can <b>manipulate</b> monsters as if you had the <b>Dark Negotiator</b> move. If you fail an <b>investigate</b> a mystery move, the monster learns its investigated by those who escaped the Wild Hunt.",
"Places of Evil: When you enter a location filled with supernatural evil, like a haunt, you can ask a free question from the read a bad situation list, and get +1 ongoing to act on the answer.": "<b>Places of Evil:</b> When you enter a location filled with supernatural evil, like a haunt, you can ask a free question from the <b>read a bad situation</b> list, and get +1 ongoing to act on the answer.",
"Bad Vibes: When any of you are near a persistent, malevolent magic effect, you feel a shudder. You can immediately ask one investigate a mystery question about this effect at the cost of taking -1 forward or 1-harm ignore-armour (your choice).": "<b>Bad Vibes:</b> When any of you are near a persistent, malevolent magic effect, you feel a shudder. You can immediately ask one <b>investigate a mystery</b> question about this effect at the cost of taking -1 forward or 1-harm ignore-armour (your choice).",
"Survive the Worst: Once per mystery, when in danger, each of you can reduce harm received by 2. You have to tend to your wounds as soon as youre back to safety, otherwise your reduced harm returns.": "<b>Survive the Worst:</b> Once per mystery, when in danger, each of you can reduce harm received by 2. You have to tend to your wounds as soon as youre back to safety, otherwise your reduced harm returns.",
"Roots of Evil: When you analyse or observe two or more supernatural effects, you can always tell which of them have been caused, or stem from, the others (if at all).": "<b>Roots of Evil:</b> When you analyse or observe two or more supernatural effects, you can always tell which of them have been caused, or stem from, the others (if at all).",
"Locked Power: You know a big magic ritual that requires at least three participants, an hour, and an object from the place you want to enchant. This ritual makes a supernatural entity or phenomenon thats in any way bound to a location weaker outside this location for the next 24 hours in one of the following ways:Usage of its powers outside this location is obviously supernatural and draws lots of attention.You always know when it uses its power.Using its power hurts a lot, making it unwilling to do so until really desperate.It weakens its power, giving you +1 forward to acting against it.": "<b>Locked Power:</b> You know a <b>big magic</b> ritual that requires at least three participants, an hour, and an object from the place you want to enchant. This ritual makes a supernatural entity or phenomenon thats in any way bound to a location weaker outside this location for the next 24 hours in one of the following ways:<ul><li>Usage of its powers outside this location is obviously supernatural and draws lots of attention.<li>You always know when it uses its power.<li>Using its power hurts a lot, making it unwilling to do so until really desperate.<li>It weakens its power, giving you +1 forward to acting against it.</ul>",
"Each Others Backs: All of you get ongoing +1 to helping each other.": "<b>Each Others Backs:</b> All of you get ongoing +1 to <b>helping</b> each other.",
"Thought Loop: If one of you wants to communicate telepathically with another one of you, roll +Weird. On 10+, you send a few words and an emotion and are able to hear back from the other one. On 79, you send only a single word or an emotion, and are unable to hear back. On a miss, choose: either your message is warped by the Keeper, or it works like on 79, but someone else hears it too.": "<b>Thought Loop:</b> If one of you wants to communicate telepathically with another one of you, roll +Weird. On 10+, you send a few words and an emotion and are able to hear back from the other one. On 79, you send only a single word or an emotion, and are unable to hear back. On a miss, choose: either your message is warped by the Keeper, or it works like on 79, but someone else hears it too.",
"United Effort: At the beginning of a mystery, your team holds 2. Any of you can spend 1 hold to use someone elses playbook move one time.": "<b>United Effort:</b> At the beginning of a mystery, your team holds 2. Any of you can spend 1 hold to use someone elses playbook move one time.",
"Not That Similar: Each of you gets +1 to one Rating (max. +3) and -1 to another one (min. -2). Each one of you must choose a different Rating to add 1 to, and subtract 1 from a rating one of the others have added to.": "<b>Not That Similar:</b> Each of you gets +1 to one Rating (max. +3) and -1 to another one (min. -2). Each one of you must choose a different Rating to add 1 to, and subtract 1 from a rating one of the others have added to.",
"Protect My Self: When one of you puts themselves or other hunters at risk to prove that they arent just a copy of the rest of you, they mark experience.": "<b>Protect My Self:</b> When one of you puts themselves or other hunters at risk to prove that they arent just a copy of the rest of you, they mark experience.",
"Scattered, but Not Lost: Once per mystery, each of you can try to reach your lost potential. Roll +Cool. On a 10+, choose one of your lost improvements and apply it to you until the end of the mystery. On a 79, only apply it until you use it once. On a miss, for the current mystery, take -1 forward each time having this advancement would help you.": "<b>Scattered, but Not Lost:</b> Once per mystery, each of you can try to reach your lost potential. Roll +Cool. On a 10+, choose one of your lost improvements and apply it to you until the end of the mystery. On a 79, only apply it until you use it once. On a miss, for the current mystery, take -1 forward each time having this advancement would help you.",
"Beginners Luck: Each hunter on the team regains 1 spent Luck point.": "<b>Beginners Luck:</b> Each hunter on the team regains 1 spent Luck point.",
"Living Legends: You get +1 ongoing to manipulating bystanders and minions who know you as monster hunters and dont know youve lost your powers. You can also manipulate monsters in this situation, but without +1 ongoing.": "<b>Living Legends:</b> You get +1 ongoing to manipulating bystanders and minions who know you as monster hunters and dont know youve lost your powers. You can also manipulate monsters in this situation, but without +1 ongoing.",
"Good to Be Back: Each time any hunter regains one of their lost improvements, they hold 3 till the end of the next mystery. They can spend those holds to get +1 forward to any move.": "<b>Good to Be Back:</b> Each time any hunter regains one of their lost improvements, they hold 3 till the end of the next mystery. They can spend those holds to get +1 forward to any move.",
"A Flash of Memory: One of you regains one of the lost improvements. For every team improvement you have already marked, or will mark in the future, another one of you regains one of the lost improvements. If you regain all your lost improvements via big magic or other means, you can gain other improvements in place of ones regained with this move.": "<b>A Flash of Memory:</b> One of you regains one of the lost improvements. For every team improvement you have already marked, or will mark in the future, another one of you regains one of the lost improvements. If you regain all your lost improvements via <b>big magic</b> or other means, you can gain other improvements in place of ones regained with this move.",
"Desperate Determination: Each mystery, the first and second time a hunter becomes unstable or spends Luck, each of you holds 1. You can spend this hold to get +1 forward to any move until the end of the current mystery.": "<b>Desperate Determination:</b> Each mystery, the first and second time a hunter becomes unstable or spends Luck, each of you holds 1. You can spend this hold to get +1 forward to any move until the end of the current mystery.",
"Doomed Again: When you investigate a mystery or read a bad situation about something that reminds you of how your world ended, you can automatically get 2 more holds, regardless of the move result, but if you do, the trauma of your memories gives you -1 ongoing to act under pressure until you have a chance to rest and decompress.": "<b>Doomed Again:</b> When you <b>investigate a mystery</b> or <b>read a bad situation</b> about something that reminds you of how your world ended, you can automatically get 2 more holds, regardless of the move result, but if you do, the trauma of your memories gives you -1 ongoing to <b>act under pressure</b> until you have a chance to rest and decompress.",
"Recount the Apocalypse: Telling the story of how your world ended, or how this one will probably end, counts as the reason for people to do what you ask when you manipulate them.": "<b>Recount the Apocalypse:</b> Telling the story of how your world ended, or how this one will probably end, counts as the reason for people to do what you ask when you <b>manipulate</b> them.",
"Survived the End: Each of you can, once per mystery, reduce the suffered harm by 2 if suffered harm would take you to dying.": "<b>Survived the End:</b> Each of you can, once per mystery, reduce the suffered harm by 2 if suffered harm would take you to dying.",
"Branded by Destruction: Once per mystery, each of you can open yourself up to the destructive power of your worlds doom. When this happens, hold 3 and spend 1 each time you deal or take harm. This harm is raised by 1, both for dealing and suffering it.": "<b>Branded by Destruction:</b> Once per mystery, each of you can open yourself up to the destructive power of your worlds doom. When this happens, hold 3 and spend 1 each time you deal or take harm. This harm is raised by 1, both for dealing and suffering it.",
"Contact List: Whenever youre not sure what to check out next, ask the Keeper. Theyll provide you with a lead (usually a person or place) that your initial research suggested might hold useful information. Keeper: make the lead a useful one (even if just to help rule out a certain hypothesis).": "<b>Contact List:</b> Whenever youre not sure what to check out next, ask the Keeper. Theyll provide you with a lead (usually a person or place) that your initial research suggested might hold useful information. Keeper: make the lead a useful one (even if just to help rule out a certain hypothesis).",
"Focus of Attention: When the whole team sets up in one place to investigate, interview, or record in the course of their investigations, everyone nearby is drawn in. The Keeper will have bystanders, monsters, and minions approach to see whats happening, and maybe get involved (for better or worse).": "<b>Focus of Attention:</b> When the whole team sets up in one place to investigate, interview, or record in the course of their investigations, everyone nearby is drawn in. The Keeper will have bystanders, monsters, and minions approach to see whats happening, and maybe get involved (for better or worse).",
"Crowdsourced “Facts”: When you call for your fans and followers for news and rumours about the current mystery, wait a while for responses to appear. The Keeper gives you some rumours: they may be true, false, or irrelevant. Then get +2 hold the next time a team member investigates a mystery.": "<b>Crowdsourced “Facts”:</b> When you call for your fans and followers for news and rumours about the current mystery, wait a while for responses to appear. The Keeper gives you some rumours: they may be true, false, or irrelevant. Then get +2 hold the next time a team member <b>investigates a mystery.</b>",
"Power of Celebrity: At least one bystander per mystery is one of your fans. They will be eager to get involved—no guarantees about them actually being useful. Keeper: each mystery, create the fan as a bystander by default. If youre feeling generous, make them an ally. Optionally, add an additional monster or minion fan.": "<b>Power of Celebrity:</b> At least one bystander per mystery is one of your fans. They will be eager to get involved—no guarantees about them actually being useful. Keeper: each mystery, create the fan as a bystander by default. If youre feeling generous, make them an ally. Optionally, add an additional monster or minion fan.",
"“That was a lucky escape!”: When you are recording a team member or bystander and theyre in danger from a monster, phenomenon, or minion, any team member may roll +Weird for a lucky break.On a 10+, the danger instead hits something inanimate but important nearby. It is destroyed in a very loud and attention-grabbing way (explodes, bursts into flame, etc.).On a 79, the lucky break is a bit less lucky—the hunter who rolled suffers half the danger.On a 6 or less, its actually much worse than it looked.": "<b>“That was a lucky escape!”:</b> When you are recording a team member or bystander and theyre in danger from a monster, phenomenon, or minion, any team member may roll +Weird for a lucky break.<ul><li>On a 10+, the danger instead hits something inanimate but important nearby. It is destroyed in a very loud and attention-grabbing way (explodes, bursts into flame, etc.).<li>On a 79, the lucky break is a bit less lucky—the hunter who rolled suffers half the danger.<li>On a 6 or less, its actually much worse than it looked.</ul>",
"Journal Archive: The family archives store the notes and discoveries of many hunters. Decide if your archives are broad or specialised. Each hunter on the team gains an extra hold on their first investigate move each mystery—as long as the archives apply. A specialised archive applies in cases when the family has encountered this individual monster or phenomenon before, and a broad archive applies when the family has encountered the type of monster or phenomenon.": "<b>Journal Archive:</b> The family archives store the notes and discoveries of many hunters. Decide if your archives are broad or specialised. Each hunter on the team gains an extra hold on their first <b>investigate</b> move each mystery—as long as the archives apply. A specialised archive applies in cases when the family has encountered this individual monster or phenomenon before, and a broad archive applies when the family has encountered the type of monster or phenomenon.",
"Thicker than Water: Theres a big magic ritual known to your lineage that any hunter may use. It takes a minute or so to cast, and the caster suffers 4-harm that may not be mitigated in any way. Every other member of the team instantly heals 3-harm (and becomes stable if they were not).": "<b>Thicker than Water:</b> Theres a <b>big magic</b> ritual known to your lineage that any hunter may use. It takes a minute or so to cast, and the caster suffers 4-harm that may not be mitigated in any way. Every other member of the team instantly heals 3-harm (and becomes stable if they were not).",
"A Kind of Fame: Your familys reputation has got around beyond the monster hunter community. When you meet a bystander who has an interest in or connection to the weird side of the world, or had previous encounters with monsters and monster hunters, theres a good chance theyll know of your family. Theyre likely to trust you.": "<b>A Kind of Fame:</b> Your familys reputation has got around beyond the monster hunter community. When you meet a bystander who has an interest in or connection to the weird side of the world, or had previous encounters with monsters and monster hunters, theres a good chance theyll know of your family. Theyre likely to trust you.",
"Monster Punchers: Each team member gains one extra harm box (prior to unstable.)": "<b>Monster Punchers:</b> Each team member gains one extra harm box (prior to unstable.)",
"Those Hard Conversations: When two team members have a private conversation about a difficult issue and one or both open up emotionally, both hunters may clear 1-harm and take +1 forward. If one shuts the conversation down, both hunters just take +1 forward.": "<b>Those Hard Conversations:</b> When two team members have a private conversation about a difficult issue and one or both open up emotionally, both hunters may clear 1-harm and take +1 forward. If one shuts the conversation down, both hunters just take +1 forward.",
"Fun Now, Questions Later: When you throw yourself into a dangerous situation, taking all risks and oncomers, take +1 forward.": "<b>Fun Now, Questions Later:</b> When you throw yourself into a dangerous situation, taking all risks and oncomers, take +1 forward.",
"Parasocial Relationship: When you stream a part of your investigation online, one of you can ask either “Has anyone seen anything weird in the area?” or “Whos got a theory?” When you act on the answers, you get +1 ongoing.": "<b>Parasocial Relationship:</b> When you stream a part of your investigation online, one of you can ask either “Has anyone seen anything weird in the area?” or “Whos got a theory?” When you act on the answers, you get +1 ongoing.",
"You Cant Touch This: Once per mystery, each of you can negate harm you just received. Describe the impressive stunt you pulled off to do so.": "<b>You Cant Touch This:</b> Once per mystery, each of you can negate harm you just received. Describe the impressive stunt you pulled off to do so.",
"Pact with Death Itself: One day, Death will truly claim you. But until then, enjoy this borrowed time. When you pick this move, it replaces the Resurrection special move. When one of you is slain, you can always return to life whenever you wish. When you do, choose one:Death gives you a difficult task. If its not completed to Deaths satisfaction before the end of the next mystery, Death will take its due instead.Death will see through your eyes and feel through your body until they experience something truly unique.Death will take an aspect of your soul—describe how you are forever changed.": "<b>Pact with Death Itself:</b> One day, Death will truly claim you. But until then, enjoy this borrowed time. When you pick this move, it replaces the Resurrection special move. When one of you is slain, you can always return to life whenever you wish. When you do, choose one:<ul><li>Death gives you a difficult task. If its not completed to Deaths satisfaction before the end of the next mystery, Death will take its due instead.<li>Death will see through your eyes and feel through your body until they experience something truly unique.<li>Death will take an aspect of your soul—describe how you are forever changed.</ul>",
"Viral Personality: Every once in a while, someone catches your dare and panache on video. Theres always plausible deniability that the monster you fought was really good CGI. When you describe a viral video and say youre the same group in the video, it works as a reason for people to do as you ask when you manipulate someone.": "<b>Viral Personality:</b> Every once in a while, someone catches your dare and panache on video. Theres always plausible deniability that the monster you fought was really good CGI. When you describe a viral video and say youre the same group in the video, it works as a reason for people to do as you ask when you <b>manipulate someone.</b>",
"Assets": "Assets",
"Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)",
"Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "<b>Mobile Base:</b> A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.",
@@ -2235,6 +2376,7 @@
"Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "<b>Housing:</b> Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.",
"Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short, uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "<b>Rapid Response Pods:</b> When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short, uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?",
"Custom:": "<b>Custom:</b>",
"You start with two in addition to your individual transport.": "You start with two in addition to your individual transport.",
"Individual Transport: A regular car, motorbike, or bicycle for every team member.": "<b>Individual Transport:</b> A regular car, motorbike, or bicycle for every team member.",
"Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "<b>Mobile Base:</b> A truck or bus with bunks and mystery investigation supplies on board.",
"Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "<b>Credentials:</b> Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.",
@@ -2247,7 +2389,7 @@
"Field Medics: You have enough supplies and training to treat one hunter per night as if theyd had a proper doctor or trip to the emergency room.": "<b>Field Medics:</b> You have enough supplies and training to treat one hunter per night as if theyd had a proper doctor or trip to the emergency room.",
"The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (theyre pretty hard to decipher).": "<b>The Prophecies:</b> A guidebook of all the visions about the Chosen One, to help you navigate your destiny (theyre pretty hard to decipher).",
"Headquarters: A relatively secure space to use as a base. Theres room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "<b>Headquarters:</b> A relatively secure space to use as a base. Theres room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.",
"Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "<b>Mystical Workroom:</b> A space set aside for magical operations. It can stand in for one requirement of a <b>use magic</b> or <b>big magic</b> move.",
"Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "<b>Mystical Workroom:</b> A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.",
"Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "<b>Innocent Front:</b> You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.",
"Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and theres time to fit in monster hunting around your hours.": "<b>Regular Jobs:</b> You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and theres time to fit in monster hunting around your hours.",
"Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "<b>Cameras and Recording Gear:</b> You have a big collection of cameras and other recording devices that you can use during your investigations.",
@@ -2321,6 +2463,51 @@
"Disguises: A set of disguises.": "<b>Disguises:</b> A set of disguises.",
"Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "<b>Diversions:</b> A box of smoke bombs and other distractions (0-harm close obscure vision).",
"Fae Cosmetics and Makeup: Better than anything humans can produce.": "<b>Fae Cosmetics and Makeup:</b> Better than anything humans can produce.",
"Maps: A map of suspected haunts and a slightly out-of-date map of confirmed haunts for a large region.": "<b>Maps:</b> A map of suspected haunts and a slightly out-of-date map of confirmed haunts for a large region.",
"Lockpicks: Lockpicks and other tools for breaking into buildings.": "<b>Lockpicks:</b> Lockpicks and other tools for breaking into buildings.",
"Cleaning Supplies: Chemicals to dispose of evidence and bodies fast.": "<b>Cleaning Supplies:</b> Chemicals to dispose of evidence and bodies fast.",
"Recording Gear: Recording equipment with remote access.": "<b>Recording Gear:</b> Recording equipment with remote access.",
"Life-Force Transfusion Device: When activated, it spreads harm out amongst the team as evenly as possible. Takes about a minute to work, and can activate again after a day, or after you donate 4 harm to recharge it.": "<b>Life-Force Transfusion Device:</b> When activated, it spreads harm out amongst the team as evenly as possible. Takes about a minute to work, and can activate again after a day, or after you donate 4 harm to recharge it.",
"Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "<b>Mystical Workroom:</b> a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.",
"Workshop: You have a big space for craft and repair projects, with plenty of tools and materials.": "<b>Workshop:</b> You have a big space for craft and repair projects, with plenty of tools and materials.",
"Fake IDs: False IDs and other documents with low-res photos that will work with any of you.": "<b>Fake IDs:</b> False IDs and other documents with low-res photos that will work with any of you.",
"Clothes: A huge wardrobe of clothes for any climate and occasion that fit all of you.": "<b>Clothes:</b> A huge wardrobe of clothes for any climate and occasion that fit all of you.",
"Health Insurance: A single, very extensive medical insurance policy, giving access to 24/7 emergency health services. Can help with any injuries and problems, but only one of you can use it at a time.": "<b>Health Insurance:</b> A single, very extensive medical insurance policy, giving access to 24/7 emergency health services. Can help with any injuries and problems, but only one of you can use it at a time.",
"Improved Weapons: Bigger and more unstable versions of one of each team members weapons. The weapons get +1 harm and two tags from this list: slow, heavy, unwieldy, reload, or clumsy. Add your big unstable weapon to your gear list.": "<b>Improved Weapons:</b> Bigger and more unstable versions of one of each team members weapons. The weapons get +1 harm and two tags from this list: slow, heavy, unwieldy, reload, or clumsy. Add your big unstable weapon to your gear list.",
"Secret Plans: Plans of a villain or monster you stole before youve lost your powers.": "<b>Secret Plans:</b> Plans of a villain or monster you stole before youve lost your powers.",
"World-Class Fitness Equipment: Training on it allows you to get +1 to kick some ass or reduce harm by 1 once per mystery.": "<b>World-Class Fitness Equipment:</b> Training on it allows you to get +1 to kick some ass or reduce harm by 1 once per mystery.",
"News Clippings: An archive of your exploits described, but misinterpreted, by mainstream press.": "<b>News Clippings:</b> An archive of your exploits described, but misinterpreted, by mainstream press.",
"Tidbits of the Future: Future-gen technological equipment, newspapers from five years into the future from now, photos of now-children as adults (only when your doomed world was this worlds future).": "<b>Tidbits of the Future:</b> Future-gen technological equipment, newspapers from five years into the future from now, photos of now-children as adults (only when your doomed world was this worlds future).",
"Dimensional Jammer: When deployed, it stops teleportation, time travel, and dimension shifts in a 50-foot radius. Youll need a generator or an industrial electricity connection to power it.": "<b>Dimensional Jammer:</b> When deployed, it stops teleportation, time travel, and dimension shifts in a 50-foot radius. Youll need a generator or an industrial electricity connection to power it.",
"Convenient Identities: You either have false identities that allow you to freely operate in this world, or discovered that you somehow are a part of this world and your place here gives you some stability.": "<b>Convenient Identities:</b> You either have false identities that allow you to freely operate in this world, or discovered that you somehow are a part of this world and your place here gives you some stability.",
"Treasure Map: Leads to a dangerous place that contains assets or lore helpful in stopping the apocalypse.": "<b>Treasure Map:</b> Leads to a dangerous place that contains assets or lore helpful in stopping the apocalypse.",
"Prepper Supplies: Food, clothes, medicine, and weapons that should help endure the apocalypse.": "<b>Prepper Supplies:</b> Food, clothes, medicine, and weapons that should help endure the apocalypse.",
"You start with two in addition to your gear.": "You start with two in addition to your gear.",
"Gear: Portable recording equipment as needed for each team members production role.": "<b>Gear:</b> Portable recording equipment as needed for each team members production role.",
"Press Passes: Press accreditation documents for all team members.": "<b>Press Passes:</b> Press accreditation documents for all team members.",
"Mobile Base: A truck or bus with a rudimentary recording studio/office, bunks, and mystery investigation supplies on board.": "<b>Mobile Base:</b> A truck or bus with a rudimentary recording studio/office, bunks, and mystery investigation supplies on board.",
"Online Sources: Access to global news feeds and private information databases.": "<b>Online Sources:</b> Access to global news feeds and private information databases.",
"Headquarters: A relatively secure space to use as a base. Theres room for all your monster investigation gear and books, maybe even space to sleep and a kitchen.": "<b>Headquarters:</b> A relatively secure space to use as a base. Theres room for all your monster investigation gear and books, maybe even space to sleep and a kitchen.",
"Occult Library: An archive of useful books and magazines with information about the supernatural world.": "<b>Occult Library:</b> An archive of useful books and magazines with information about the supernatural world.",
"Recording Studio: A professional studio to record and broadcast your show.": "<b>Recording Studio:</b> A professional studio to record and broadcast your show.",
"Print Shop: A professional print shop to print and distribute your publications.": "<b>Print Shop:</b> A professional print shop to print and distribute your publications.",
"AV Workshop: Plenty of gear for all sorts of recording needs, plus spares and tools to maintain and fix it all.": "<b>AV Workshop:</b> Plenty of gear for all sorts of recording needs, plus spares and tools to maintain and fix it all.",
"Costume Wardrobe: Plenty of disguises for almost any situation.": "<b>Costume Wardrobe:</b> Plenty of disguises for almost any situation.",
"Aegis Ward: One home per hunter on the team plus any building assets (headquarters, workshop, the old shed, armoury) have magical defences. When activated, they protect the area from any hostile magic for about 30 minutes. After use, it cannot be used until the energy recharges—when three sunrises have occurred.": "<b>Aegis Ward:</b> One home per hunter on the team plus any building assets (headquarters, workshop, the old shed, armoury) have magical defences. When activated, they protect the area from any hostile magic for about 30 minutes. After use, it cannot be used until the energy recharges—when three sunrises have occurred.",
"Headquarters: A relatively secure family house to use as a base. Theres room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Your parents are also potentially here.": "<b>Headquarters:</b> A relatively secure family house to use as a base. Theres room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Your parents are also potentially here.",
"The Cousins: You have relations all over. Wherever you are, therell be a distant family member nearby wholl put you up for the night, no questions asked. They might provide you extra help too, but maybe then youll owe them one later.": "<b>The Cousins:</b> You have relations all over. Wherever you are, therell be a distant family member nearby wholl put you up for the night, no questions asked. They might provide you extra help too, but maybe then youll owe them one later.",
"The Old Shed: A warehouse filled with old stuff your family has collected. Pick three classes of gear: armour, disguises, medical supplies, mystical reagents, old documents, recording & detection gear, scientific & technical tools, weapons. At the start of each mystery, each hunter may grab a piece of gear fitting those categories, with the groups approval.": "<b>The Old Shed:</b> A warehouse filled with old stuff your family has collected. Pick three classes of gear: armour, disguises, medical supplies, mystical reagents, old documents, recording & detection gear, scientific & technical tools, weapons. At the start of each mystery, each hunter may grab a piece of gear fitting those categories, with the groups approval.",
"The Other Old Shed: Add two more classes of gear to The Old Shed.": "<b>The Other Old Shed:</b> Add two more classes of gear to The Old Shed.",
"Armoury: A collection of monster-specific weapons, poisons, and other materials. When you need a specific rare weapon or material for a monster weakness, theres a good chance its here.": "<b>Armoury:</b> A collection of monster-specific weapons, poisons, and other materials. When you need a specific rare weapon or material for a monster weakness, theres a good chance its here.",
"Mobile Base: A loud tour bus or sponsored aeroplane with mystery investigation supplies on board.": "<b>Mobile Base:</b> A loud tour bus or sponsored aeroplane with mystery investigation supplies on board.",
"Individual Transport: A fancy car, sleek motorbike, or tricked out bicycle for every team member.": "<b>Individual Transport:</b> A fancy car, sleek motorbike, or tricked out bicycle for every team member.",
"Little Black Book of Monsters: You inherited this from a retired group of hunters—a list of big bads that elude capture and defeat. Any of these names promise danger and excitement, and offer a lead to start the hunt.": "<b>Little Black Book of Monsters:</b> You inherited this from a retired group of hunters—a list of big bads that elude capture and defeat. Any of these names promise danger and excitement, and offer a lead to start the hunt.",
"Party House: A relatively secure space to use as a base, though anyone whos anyone knows you live here. There are secret rooms for all your monster hunting gear, rare books, and clandestine meetings. Most importantly, theres everything you need to throw a wild party: huge kitchen, gorgeous infinity pool, and a fancy gaming room.": "<b>Party House:</b> A relatively secure space to use as a base, though anyone whos anyone knows you live here. There are secret rooms for all your monster hunting gear, rare books, and clandestine meetings. Most importantly, theres everything you need to throw a wild party: huge kitchen, gorgeous infinity pool, and a fancy gaming room.",
"Forbidden Magical Equipment: In one of your famous adventures, you burned down the imperial school full of evil wizards and killed the monster behind it all. You kept some of the more helpful magical artifacts. Any of these tools can stand in for one requirement of a use magic or big magic move.": "<b>Forbidden Magical Equipment:</b> In one of your famous adventures, you burned down the imperial school full of evil wizards and killed the monster behind it all. You kept some of the more helpful magical artifacts. Any of these tools can stand in for one requirement of a <b>use magic</b> or <b>big magic</b> move.",
"Trophy Case: You have a collection of dangerous items, each one from an exhilarating monster kill. Its in poor taste, but once per mystery, you can take one of these trophies and fashion an unwieldy but special weapon from it. Some suggestions for these temporary special weapons are:Up close and personal: Dangerous trophy (2-harm hand messy)Precise and quiet: Throwable trophy (2-harm close quick)Leftover magic: Mystical trophy (1-harm hand/close/far magic)Add an extra tag to represent what sort of creature it came from (such as “vampiric,” “talon,” or “infernal”) or reflect the story of how you killed it (such as “blessed,” “ancient,” or “fae-bane”).": "<b>Trophy Case:</b> You have a collection of dangerous items, each one from an exhilarating monster kill. Its in poor taste, but once per mystery, you can take one of these trophies and fashion an unwieldy but special weapon from it. Some suggestions for these temporary special weapons are:<ul><li><b>Up close and personal:</b> Dangerous trophy (2-harm hand messy)<li><b>Precise and quiet:</b> Throwable trophy (2-harm close quick)<li><b>Leftover magic:</b> Mystical trophy (1-harm hand/close/far magic)</ul>Add an extra tag to represent what sort of creature it came from (such as “vampiric,” “talon,” or “infernal”) or reflect the story of how you killed it (such as “blessed,” “ancient,” or “fae-bane”).",
"PR Team: When you go a little too far in searching for the thrill, you have a group of experts who can cover up regular mistakes and provide a temporary distraction.": "<b>PR Team:</b> When you go a little too far in searching for the thrill, you have a group of experts who can cover up regular mistakes and provide a temporary distraction.",
"Small Convention: With enough lead time, your team can set up a minor gathering to attract hunters in the area. Theres always an appropriate cover story, and youre likely to meet at least one famous hunter willing to share their wisdom.": "<b>Small Convention:</b> With enough lead time, your team can set up a minor gathering to attract hunters in the area. Theres always an appropriate cover story, and youre likely to meet at least one famous hunter willing to share their wisdom.",
"Coordinated Fashion: You have several looks as a team that cover a wide spectrum. From disguises that will help you blend in and disappear, to cutting-edge couture looks that will draw every eye.": "<b>Coordinated Fashion:</b> You have several looks as a team that cover a wide spectrum. From disguises that will help you blend in and disappear, to cutting-edge couture looks that will draw every eye.",
"Improvement": "Improvement",
"At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.",
"When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:",
@@ -2330,6 +2517,10 @@
"Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.",
"Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.",
"Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.",
"Change one of the haunts you already busted into a haven for the entire team, like the Expert has, with two options.": "Change one of the haunts you already busted into a haven for the entire team, like the Expert has, with two options.",
"Make another copy of you appear in the next mystery, in a role discussed with the Keeper.": "Make another copy of you appear in the next mystery, in a role discussed with the Keeper.",
"Make the next mystery about your lost power, giving you a chance to regain or replace it, perhaps at an awful cost.": "Make the next mystery about your lost power, giving you a chance to regain or replace it, perhaps at an awful cost.",
"You are able to return to your doomed world, but only once. It might be a physical return, a vision, or an immersive simulation, but it can surely give you priceless insight into the apocalypse. Also, itll be deadly dangerous.": "You are able to return to your doomed world, but only once. It might be a physical return, a vision, or an immersive simulation, but it can surely give you priceless insight into the apocalypse. Also, itll be deadly dangerous.",
"Style": "Style",
"Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):",
"Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "<b>Hush:</b> At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”",
@@ -2384,6 +2575,32 @@
"Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "<b>Vengeance:</b> You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”",
"Compassion: You dont want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone elses?”": "<b>Compassion:</b> You dont want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone elses?”",
"Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "<b>Homelessness:</b> You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”",
"Purgers: Theres nothing more satisfying than destroying evil that would otherwise fester for ages. At the end of each session, ask: “Did we destroy a tenacious evil?”": "<b>Purgers:</b> Theres nothing more satisfying than destroying evil that would otherwise fester for ages. At the end of each session, ask: “Did we destroy a tenacious evil?”",
"Keep Clean: You know how easily evil can take root and how difficult it is to eradicate once it does so. At the end of each session, ask: “Did we keep our conscience clear?”": "<b>Keep Clean:</b> You know how easily evil can take root and how difficult it is to eradicate once it does so. At the end of each session, ask: “Did we keep our conscience clear?”",
"Prevention: Youve seen firsthand how human evil can give birth to powerful supernatural evil. At the end of each session, ask: “Did we stop regular people from committing evil deeds?”": "<b>Prevention:</b> Youve seen firsthand how human evil can give birth to powerful supernatural evil. At the end of each session, ask: “Did we stop regular people from committing evil deeds?”",
"A Perfect Team: You relish your similarities and work together perfectly. At the end of each session, ask: “Did we act like a single individual in many bodies?”": "<b>A Perfect Team:</b> You relish your similarities and work together perfectly. At the end of each session, ask: “Did we act like a single individual in many bodies?”",
"Subtle Differences: You want to show others, and yourselves, that you arent really the same person. At the end of each session, ask: “Did we prove that we differ more than we thought before?”": "<b>Subtle Differences:</b> You want to show others, and yourselves, that you arent really the same person. At the end of each session, ask: “Did we prove that we differ more than we thought before?”",
"One and Onlys: First and foremost, you are utterly different from other people. At the end of each session, ask: “Did we prove how unique we all are?”": "<b>One and Onlys:</b> First and foremost, you are utterly different from other people. At the end of each session, ask: “Did we prove how unique we all are?”",
"Doing Our Best: Our powers have diminished, but our goal stays the same. At the end of each session, ask: “Did we do what we would have done before, despite being weaker now?”": "<b>Doing Our Best:</b> Our powers have diminished, but our goal stays the same. At the end of each session, ask: “Did we do what we would have done before, despite being weaker now?”",
"Regain Power: We will get our full potential back by any means necessary. At the end of each session, ask: “Did we get closer to regaining our potential?”": "<b>Regain Power:</b> We will get our full potential back by any means necessary. At the end of each session, ask: “Did we get closer to regaining our potential?”",
"No Past: Were not really sure who we were before, and we need to find out. At the end of each session, ask: “Did we rediscover something from our past that had been lost?”": "<b>No Past:</b> Were not really sure who we were before, and we need to find out. At the end of each session, ask: “Did we rediscover something from our past that had been lost?”",
"Fresh Start: Maybe this whole situation is a chance to start fresh and lose the burden of the past? At the end of each session, ask: “Did we do something totally differently than we would have done before?”": "<b>Fresh Start:</b> Maybe this whole situation is a chance to start fresh and lose the burden of the past? At the end of each session, ask: “Did we do something totally differently than we would have done before?”",
"Confused Survivors: Your biggest problem is how little of the coming doom you understand. At the end of each session, ask: “Did we learn more about the apocalypse?”": "<b>Confused Survivors:</b> Your biggest problem is how little of the coming doom you understand. At the end of each session, ask: “Did we learn more about the apocalypse?”",
"Key Witnesses: Youre driven by a deep conviction that your memories and knowledge offer the only chance of preventing the incoming disaster. At the end of each session, ask: “Did our experience of our worlds doom help save the day?”": "<b>Key Witnesses:</b> Youre driven by a deep conviction that your memories and knowledge offer the only chance of preventing the incoming disaster. At the end of each session, ask: “Did our experience of our worlds doom help save the day?”",
"Wrenches in the Machine: You believe that the doom is destined to happen again, but you want to oppose it anyway. At the end of each session, ask: “Did we defy Fate?”": "<b>Wrenches in the Machine:</b> You believe that the doom is destined to happen again, but you want to oppose it anyway. At the end of each session, ask: “Did we defy Fate?”",
"Just the Facts: You care about finding whats really going on. At the end of each session, ask: “Did we publish the truth we discovered about this mystery?”": "<b>Just the Facts:</b> You care about finding whats really going on. At the end of each session, ask: “Did we publish the truth we discovered about this mystery?”",
"Peoples Voice: You are here for justice and to fight the power. At the end of each session, ask: “Did we publish details of someone abusing their power during this mystery?”": "<b>Peoples Voice:</b> You are here for justice and to fight the power. At the end of each session, ask: “Did we publish details of someone abusing their power during this mystery?”",
"Cant Look Away: Youre here to do stupid stunts to amuse your fans. At the end of each session, ask: “Did we publish ourselves doing something truly dangerous and ill-advised?”": "<b>Cant Look Away:</b> Youre here to do stupid stunts to amuse your fans. At the end of each session, ask: “Did we publish ourselves doing something truly dangerous and ill-advised?”",
"Looking for Weirdness: You want to show off the hidden wonders of the world. At the end of each session, ask: “Did we publish a revelation about some new and strange monster, phenomenon, or supernatural event?”": "<b>Looking for Weirdness:</b> You want to show off the hidden wonders of the world. At the end of each session, ask: “Did we publish a revelation about some new and strange monster, phenomenon, or supernatural event?”",
"Its On Us: When things get bad, youre the ones who pick up the pieces. At the end of each session, ask: “Did we solve a mystery involving other hunter deaths, or did we prevent an apocalyptic threat?”": "<b>Its On Us:</b> When things get bad, youre the ones who pick up the pieces. At the end of each session, ask: “Did we solve a mystery involving other hunter deaths, or did we prevent an apocalyptic threat?”",
"Price of Celebrity: It seems like every monster and hunter has heard of you. At the end of each session, ask: “Did our familys fame amongst monsters and hunters cause or solve any problems?”": "<b>Price of Celebrity:</b> It seems like every monster and hunter has heard of you. At the end of each session, ask: “Did our familys fame amongst monsters and hunters cause or solve any problems?”",
"Not You Again!: Your family has a particular nemesis who is always causing problems. Pick your enemy with care, as their actions will be behind most mysteries. At the end of each session, ask: “Did we hurt our enemy or hinder their plots and machinations?”": "<b>Not You Again!:</b> Your family has a particular nemesis who is always causing problems. Pick your enemy with care, as their actions will be behind most mysteries. At the end of each session, ask: “Did we hurt our enemy or hinder their plots and machinations?”",
"We Have a Duty: What is your family sworn to do? At the end of each session, ask: “Did we fulfil the family duties?”": "<b>We Have a Duty:</b> What is your family sworn to do? At the end of each session, ask: “Did we fulfil the family duties?”",
"The duty:": "The duty:",
"Look after Each Other: At the end of each session, ask: “Did we save a family member from certain death or terrible suffering?” This definitely includes family outside the team.": "<b>Look after Each Other:</b> At the end of each session, ask: “Did we save a family member from certain death or terrible suffering?” This definitely includes family outside the team.",
"Up the Ante: We came here to play and slay. At the end of each session, ask: “Did we make things more challenging, just for the fun of it?”": "<b>Up the Ante:</b> We came here to play and slay. At the end of each session, ask: “Did we make things more challenging, just for the fun of it?”",
"No Hesitation: In a monster hunters life, theres no room for doubt. At the end of each session, ask: “Did we take on impossible odds, throwing caution to the wind?”": "<b>No Hesitation:</b> In a monster hunters life, theres no room for doubt. At the end of each session, ask: “Did we take on impossible odds, throwing caution to the wind?”",
"The Biggest and the Baddest: Monsters will learn to fear us, and look for us in the shadows. At the end of each session, ask: “Did we prove that no one else is as dangerous as we are?”": "<b>The Biggest and the Baddest:</b> Monsters will learn to fear us, and look for us in the shadows. At the end of each session, ask: “Did we prove that no one else is as dangerous as we are?”",
"Enemies": "Enemies",
"Pick an enemy for your team:": "Pick an enemy for your team:",
"General Grox, alien warlord.": "General Grox, alien warlord.",
@@ -2449,6 +2666,43 @@
"Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.",
"The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.",
"The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.",
"Duke Francois Richelieu, an aristocratic vampire who loves to live in haunted places.": "Duke Francois Richelieu, an aristocratic vampire who loves to live in haunted places.",
"All the poltergeists.": "All the poltergeists.",
"Sarah Karntenstein, an occultist trying to find a surefire way to create new haunts to use their tenacious energies in life-prolonging rituals.": "Sarah Karntenstein, an occultist trying to find a surefire way to create new haunts to use their tenacious energies in life-prolonging rituals.",
"Takeall, Avatar of Plunder, helping people create collections of stolen goods and then turning those collections into haunts.": "Takeall, Avatar of Plunder, helping people create collections of stolen goods and then turning those collections into haunts.",
"Golden Ghosts, the clique behind a cruel regime, hiding that their seat of power became a powerful haunt.": "Golden Ghosts, the clique behind a cruel regime, hiding that their seat of power became a powerful haunt.",
"One, a narcissistic demon disgusted by any signs of unity and similarity.": "One, a narcissistic demon disgusted by any signs of unity and similarity.",
"All the doppelgängers.": "All the doppelgängers.",
"Rahed, an occult scientist trying to achieve immortality by jumping between bodies.": "Rahed, an occult scientist trying to achieve immortality by jumping between bodies.",
"Nyarlathotep, a messenger of cosmic chaos whod love you to become their avatars.": "Nyarlathotep, a messenger of cosmic chaos whod love you to become their avatars.",
"Humanity Singularity Project, an international group wanting to connect all people with a hive mind.": "Humanity Singularity Project, an international group wanting to connect all people with a hive mind.",
"A rogue copy of you.": "A rogue copy of you.",
"Loreleech, the ancient power-stealer who preyed on us.": "Loreleech, the ancient power-stealer who preyed on us.",
"All the vampire lords and alpha werewolves, once our equals, now greatly overpowering us.": "All the vampire lords and alpha werewolves, once our equals, now greatly overpowering us.",
"CopyLynx, a villain trying to master all our powers and abilities.": "CopyLynx, a villain trying to master all our powers and abilities.",
"Cycle Of Nothing, a malignant entity wanting us to keep returning to square one.": "Cycle Of Nothing, a malignant entity wanting us to keep returning to square one.",
"SN16, a secret government cell very happy with independent monster hunters becoming weaker.": "SN16, a secret government cell very happy with independent monster hunters becoming weaker.",
"A ghost of an old friend, bitter that you escaped the end while they didnt.": "A ghost of an old friend, bitter that you escaped the end while they didnt.",
"Leader of a monster invasions advance force.": "Leader of a monster invasions advance force.",
"Soon-To-Be-One, a prophet believing they will survive the apocalypse, and thus should cause it.": "Soon-To-Be-One, a prophet believing they will survive the apocalypse, and thus should cause it.",
"No Panic, a government agency hushing any suggestions of a possible apocalypse.": "No Panic, a government agency hushing any suggestions of a possible apocalypse.",
"Yog-Sothoth, a time-space incarnation hungry for worlds and timelines.": "Yog-Sothoth, a time-space incarnation hungry for worlds and timelines.",
"Garthrug, a fairly young dragon who holds a grudge. What did you do that annoyed it?": "Garthrug, a fairly young dragon who holds a grudge. What did you do that annoyed it?",
"All the malicious small folk.": "All the malicious small folk.",
"George Whiteman, a media tycoon who wants occult power (as well as influence over the worst side of politics).": "George Whiteman, a media tycoon who wants occult power (as well as influence over the worst side of politics).",
"Piercer, a primaeval warrior goddess. How did you draw her attention?": "Piercer, a primaeval warrior goddess. How did you draw her attention?",
"The Circle of Green Flame, wizards who want to control all magic and every monster.": "The Circle of Green Flame, wizards who want to control all magic and every monster.",
"This enemy has known of the family for generations. They know the lineages strengths and weaknesses, just as you know theirs. The enemy knows what the family heirlooms are and the familys team moves.": "This enemy has known of the family for generations. They know the lineages strengths and weaknesses, just as you know theirs. The enemy knows what the family heirlooms are and the familys team moves.",
"Tiamat, mother of dragons.": "Tiamat, mother of dragons.",
"All the evil ghosts.": "All the evil ghosts.",
"Lady Chaos, an immortal constantly working to increase her corrupt power.": "Lady Chaos, an immortal constantly working to increase her corrupt power.",
"The Malevolent One, a god of mischief.": "The Malevolent One, a god of mischief.",
"The Awakened Astral Souls, a monster-worshipping cult that has been causing problems for millennia.": "The Awakened Astral Souls, a monster-worshipping cult that has been causing problems for millennia.",
"The Saint, a monster of dark miracles and beautiful curses.": "The Saint, a monster of dark miracles and beautiful curses.",
"All the shapeshifters, collecting identities and lives.": "All the shapeshifters, collecting identities and lives.",
"Xindrak, an alien CEO who wishes to replicate and monetize you.": "Xindrak, an alien CEO who wishes to replicate and monetize you.",
"The Vessel, an imperfect being that houses the rotting remains of gods.": "The Vessel, an imperfect being that houses the rotting remains of gods.",
"The Harbingers, a conspiracy group working towards ushering in the apocalypse.": "The Harbingers, a conspiracy group working towards ushering in the apocalypse.",
"Allies": "Allies",
"Choose your team allies from this list:": "Choose your team allies from this list:",
"Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.",
@@ -2526,7 +2780,46 @@
"Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.",
"New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.",
"The Savage Ride, the Wild Hunts rivals. Theyll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunts rivals. Theyll do anything to hinder the Hunt, but are violent and fickle themselves.",
"Whisp, an architect. They have been kidnapped by the fae and narrowly escaped, and now specialise in enchanted and cursed buildings.": "Whisp, an architect. They have been kidnapped by the fae and narrowly escaped, and now specialise in enchanted and cursed buildings.",
"Svietlana Roscheva, an archivist and hacker (or, in Gothic Century, a burglar). Cracks archives and records she thinks should be publicly available from her hideout in Lviv.": "Svietlana Roscheva, an archivist and hacker (or, in Gothic Century, a burglar). Cracks archives and records she thinks should be publicly available from her hideout in Lviv.",
"Who-was-I, a benevolent amnesiac ghost. They haunt their old home and can keep other supernatural influences from entering there, but need their guests help in reconstructing their lost memories.": "Who-was-I, a benevolent amnesiac ghost. They haunt their old home and can keep other supernatural influences from entering there, but need their guests help in reconstructing their lost memories.",
"No More Mess, a renovation and cleaning team. They can put any building into top shape within hours.": "No More Mess, a renovation and cleaning team. They can put any building into top shape within hours.",
"On the Road, a cheap motel franchise. The owners owe you favours, and you can stop at the facilities for free, as well as arrange short-term accommodation for other people.": "On the Road, a cheap motel franchise. The owners owe you favours, and you can stop at the facilities for free, as well as arrange short-term accommodation for other people.",
"The Clusterist, an experimental biologist. They created you, but have no idea how exactly. They want to help you, and love to research you.": "The Clusterist, an experimental biologist. They created you, but have no idea how exactly. They want to help you, and love to research you.",
"Sarah, a makeup artist. She can easily make you indistinguishable from each other.": "Sarah, a makeup artist. She can easily make you indistinguishable from each other.",
"Robert and Roberta, twins. They understand each other perfectly, and thus also understand your situation very well.": "Robert and Roberta, twins. They understand each other perfectly, and thus also understand your situation very well.",
"Always Safe, a group of bodyguards, an ally team. They like working with you, and for some reason, there are always as many people in their group as there are you.": "Always Safe, a group of bodyguards, an ally team. They like working with you, and for some reason, there are always as many people in their group as there are you.",
"Transcendent Telepaths, an ally team of beginner monster hunters. Your presence focuses their telepathic powers, but those powers sometimes reveal strange things about you.": "Transcendent Telepaths, an ally team of beginner monster hunters. Your presence focuses their telepathic powers, but those powers sometimes reveal strange things about you.",
"Simone, a psychiatrist. They specialise in dealing with trauma and loss.": "Simone, a psychiatrist. They specialise in dealing with trauma and loss.",
"Avery, a stunt designer. They can recreate almost anything we were able to do previously, but its just smoke and mirrors.": "Avery, a stunt designer. They can recreate almost anything we were able to do previously, but its just smoke and mirrors.",
"Mother of Heroes, a witchs ghost. She has been leading people to achieve great deeds throughout the centuries.": "Mother of Heroes, a witchs ghost. She has been leading people to achieve great deeds throughout the centuries.",
"Your sidekicks, an ally team. Theyre willing to help you with almost anything, but are also looking up to you and hoping youll protect them when theyre in over their heads.": "Your sidekicks, an ally team. Theyre willing to help you with almost anything, but are also looking up to you and hoping youll protect them when theyre in over their heads.",
"Other hunters whove lost their power, an ally team. Theyve given up their monster hunting and try to live quiet lives, but can be priceless sources of information.": "Other hunters whove lost their power, an ally team. Theyve given up their monster hunting and try to live quiet lives, but can be priceless sources of information.",
"A bystander who first found you in this world, and believes your story. Name them:": "A bystander who first found you in this world, and believes your story. Name them:",
"Your descendants, ancestors, or alternate versions in this world.": "Your descendants, ancestors, or alternate versions in this world.",
"Old Earth, a druid circle tasked with making sure the world wont end before its time.": "Old Earth, a druid circle tasked with making sure the world wont end before its time.",
"Yog-Sothoth, a time-space incarnation wounded by your worlds doom and trying to evade another such injury by effective yet unsettling means.": "Yog-Sothoth, a time-space incarnation wounded by your worlds doom and trying to evade another such injury by effective yet unsettling means.",
"Prentice, your editor/boss. They provide your leads and yell at you for anything that isnt up to standard.": "Prentice, your editor/boss. They provide your leads and yell at you for anything that isnt up to standard.",
"Professor Yusuf, a forensic analyst. Lots of experience with crime scenes, but also open to stranger possibilities.": "Professor Yusuf, a forensic analyst. Lots of experience with crime scenes, but also open to stranger possibilities.",
"Dr Batbayar, a medical doctor. Will patch you up if necessary.": "Dr Batbayar, a medical doctor. Will patch you up if necessary.",
" “Secrets of Cryptidology,” another team of supernatural journalists. You have a friendly rivalry, but help each other out when its important.": " “Secrets of Cryptidology,” another team of supernatural journalists. You have a friendly rivalry, but help each other out when its important.",
"MCM Investigations, a private investigation company youve worked with many times before.": "MCM Investigations, a private investigation company youve worked with many times before.",
"Granny, family matriarch. Always organising and coordinating folks.": "Granny, family matriarch. Always organising and coordinating folks.",
"Shah, a police officer or government official. Knows about your family and is in a position to sometimes smooth over official trouble.": "Shah, a police officer or government official. Knows about your family and is in a position to sometimes smooth over official trouble.",
"Kay, the ghost of one of your ancestors. Helpful with their knowledge and tips on ghost stuff.": "Kay, the ghost of one of your ancestors. Helpful with their knowledge and tips on ghost stuff.",
"A family of loyal servants, an ally team. They provide general support and backup, but rarely get involved in mysteries.": "A family of loyal servants, an ally team. They provide general support and backup, but rarely get involved in mysteries.",
"The youngsters, an ally team. These are the next generation, learning and preparing to take on the family mantle. Theyll help with anything you need, but look after them and make sure you teach them to survive.": "The youngsters, an ally team. These are the next generation, learning and preparing to take on the family mantle. Theyll help with anything you need, but look after them and make sure you teach them to survive.",
"Miss Meow, a catboy VTuber. His streams attract high-quality information vendors.": "Miss Meow, a catboy VTuber. His streams attract high-quality information vendors.",
"The Grand Duchess, a vampire hunter by night and drag queen later at night. She has strong connections to several hunter groups.": "The Grand Duchess, a vampire hunter by night and drag queen later at night. She has strong connections to several hunter groups.",
"Moirah, a legendary mentor. Moirah was one of the worlds best monster hunters before her retirement.": "Moirah, a legendary mentor. Moirah was one of the worlds best monster hunters before her retirement.",
"DIVISION, a secretive organisation that combats occult threats, classifies supernatural phenomena, and investigates the encroaching apocalypse.": "DIVISION, a secretive organisation that combats occult threats, classifies supernatural phenomena, and investigates the encroaching apocalypse.",
"The Whispers, an anonymous group that only exists online. Their rotating members always provide exactly what you need, for a price.": "The Whispers, an anonymous group that only exists online. Their rotating members always provide exactly what you need, for a price.",
"Starting Stats": "Starting Stats",
"Allocate the following values amongst the ratings (Charm, Cool, Sharp, Tough, and Weird) as suited to your concept: +1, =0, -1, -1, -2.": "Allocate the following values amongst the ratings (Charm, Cool, Sharp, Tough, and Weird) as suited to your concept: +1, =0, -1, -1, -2.",
"Mark Ancestral Favour to change a roll to a 12 or to avoid all harm from an injury. When you mark Favour, you trigger your playbook&apos;s Favour Special.Ancestral Favour replaces Luck in Bone Spear. Anything else that would normally apply to Luck (such as an improvement that erases a Luck mark or a move referring to Luck) applies the same to Ancestral Favour.": "<p>Mark <i>Ancestral Favour</i> to change a roll to a 12 or to avoid all harm from an injury. When you mark Favour, you trigger your playbook&apos;s Favour Special.<p>Ancestral Favour replaces Luck in Bone Spear. Anything else that would normally apply to Luck (such as an improvement that erases a Luck mark or a move referring to Luck) applies the same to Ancestral Favour.",
"Number of boxes:": "Number of boxes:",
"You start with no Luck available, but may earn it in play—increase the number of boxes then, and you may later mark it.Mark 1 Luck to change a roll to 12 or avoid all harm from one event.": "You start with no Luck available, but may earn it in play—increase the number of boxes then, and you may later mark it.<p>Mark 1 Luck to change a roll to 12 or avoid all harm from one event.",
"Mark an experience box whenever:You roll for a move.You roll a 6 or less on a move (in addition to the mark for rolling a move).You suffer harm.Something else tells you to.": "Mark an experience box whenever:<ul><li>You roll for a move.<li>You roll a 6 or less on a move (in addition to the mark for rolling a move).<li>You suffer harm.<li>Something else tells you to.</ul>",
"Favour": "Favour",
"When you spend a point of Favour, the Keeper will bring your fate into play.": "When you spend a point of <i>Favour</i>, the Keeper will bring your fate into play.",
"When you spend a point of Favour, something goes wrong for your Sect: an ill-advised project or a disastrous operation.": "When you spend a point of <i>Favour</i>, something goes wrong for your Sect: an ill-advised project or a disastrous operation.",
@@ -2538,6 +2831,8 @@
"When you spend a point of Favour, either your patron spirit has an urgent and dangerous job for you, or one of its enemies comes after you.": "When you spend a point of <i>Favour</i>, either your patron spirit has an urgent and dangerous job for you, or one of its enemies comes after you.",
"As you mark off Favour boxes, your dark sides needs will get nastier.": "As you mark off <i>Favour</i> boxes, your dark sides needs will get nastier.",
"When you spend a point of Favour, you find a dangerous lead on your prey.": "When you spend a point of <i>Favour</i>, you find a dangerous lead on your prey.",
"Whenever you spend a point of Favour, you develop a permanent mark related to one of your consumed magics.": "Whenever you spend a point of <i>Favour</i>, you develop a permanent mark related to one of your consumed magics.",
"Whenever you spend a Luck point, you develop a permanent mark related to one of your consumed magics.": "Whenever you spend a Luck point, you develop a permanent mark related to one of your consumed magics.",
"Dark Past": "Dark Past",
"Choose your dark past:": "Choose your <b>dark past</b>:",
"Choose a Dark Past": "Choose a Dark Past",
@@ -2655,6 +2950,7 @@
"A monster. How did you get in their way?": "A monster. How did you get in their way?",
"A sorcerer. What did they ask of you? Why did you fail to do it?": "A sorcerer. What did they ask of you? Why did you fail to do it?",
"A spirit. How did you corrupt their home?": "A spirit. How did you corrupt their home?",
"Patron Spirit": "Patron Spirit",
"Decide what spirit imbued you with power. A spirit might include more than one aspect from this list:": "Decide what spirit imbued you with power. A spirit might include more than one aspect from this list:",
"A spirit of a particular location.": "A spirit of a particular location.",
"A spirit of a natural force (weather, fire, sea, etc.).": "A spirit of a natural force (weather, fire, sea, etc.).",
@@ -2678,6 +2974,43 @@
"The Keeper can ask you to do nasty things (in accordance with the tags), when your powers need you to. If you do whatever is asked, mark experience. If you dont do it, then your powers are unavailable until the end of the mystery (or until you cave). As you mark off Favour boxes, these requests will get bigger and nastier.": "The Keeper can ask you to do nasty things (in accordance with the tags), when your powers need you to. If you do whatever is asked, mark experience. If you dont do it, then your powers are unavailable until the end of the mystery (or until you cave). As you mark off <i>Favour</i> boxes, these requests will get bigger and nastier.",
"With the Keepers agreement, pick the monster breed, or you may select a single individual nemesis. If you do, you will mostly encounter its minions rather than the nemesis itself: any move advantages for your prey also apply to the minions and plots of the nemesis.": "With the Keepers agreement, pick the monster breed, or you may select a single individual nemesis. If you do, you will mostly encounter its minions rather than the nemesis itself: any move advantages for your prey also apply to the minions and plots of the nemesis.",
"Whenever you mark off a point of Favour, the truth of your loves Fate slowly unfolds: mark off a box in your Relationship Status track. When your last point of Favour is used it becomes clear you cannot be together. Your Guide might even end up as an enemy, depending on how things go.": "Whenever you mark off a point of Favour, the truth of your loves Fate slowly unfolds: mark off a box in your Relationship Status track. When your last point of <i>Favour</i> is used it becomes clear you cannot be together. Your Guide might even end up as an enemy, depending on how things go.",
"Corruption": "Corruption",
"Okay": "Okay",
"Lost": "Lost",
"When you consume evil magic, you gain corruption as well as the ability to use some of those powers. Record what the magic was, the power it offers you, and the downside it asks of you. The Keeper will provide these, and can also confirm whether you are in the presence of a consumable curse. Repeated devouring evil may give the same or different effects. Other moves, starting with unleash corruption, depend on these corruptions.": "When you consume evil magic, you gain corruption as well as the ability to use some of those powers. Record what the magic was, the power it offers you, and the downside it asks of you. The Keeper will provide these, and can also confirm whether you are in the presence of a consumable curse. Repeated <b>devouring evil</b> may give the same or different effects. Other moves, starting with <b>unleash corruption,</b> depend on these corruptions.",
"If you should take corruption, but the track is full, you become a monster under the Keepers control.": "If you <i>should</i> take corruption, but the track is full, you become a monster under the Keepers control.",
"Consumed Magic": "Consumed Magic",
"[Magic] ([Power], [Downside])": "[Magic] ([Power], [Downside])",
"Consumed Magic:": "Consumed Magic:",
"Power:": "Power:",
"Downside:": "Downside:",
"How It Works": "How It Works",
"When you consume/absorb evil magic, how does it work?": "When you consume/absorb evil magic, how does it work?",
"You lay your hands on it and a visible glowing smoke transports the curse.": "You lay your hands on it and a visible glowing smoke transports the curse.",
"You ritually eat some part of it.": "You ritually eat some part of it.",
"You closely embrace the cursed thing and spend several minutes bonding with it.": "You closely embrace the cursed thing and spend several minutes bonding with it.",
"You have an amulet that you must hold against it.": "You have an amulet that you must hold against it.",
"Basic Survivor Moves": "Basic Survivor Moves",
"Call for Help: When you need some aid, call on another survivor and roll +Charm. They may help you, or refuse. On a 10+, you get +1 forward. On a 79, get +1 forward with an extra complication. On a 6 or less, something bad happens to both of you. On any 7 or higher, if they helped, they mark experience; if they didnt, you mark experience.": "<b>Call for Help:</b> When you need some aid, call on another survivor and roll +Charm. They may help you, or refuse. On a 10+, you get +1 forward. On a 79, get +1 forward with an extra complication. On a 6 or less, something bad happens to both of you. On any 7 or higher, if they helped, they mark experience; if they didnt, you mark experience.",
"Fend It Off: When you try to avoid imminent harm, roll +Tough. On a 10+, you push the danger away for the moment. On a 79, suffer 1 less harm. On a 6 or less, its worse than you expected.": "<b>Fend It Off:</b> When you try to avoid imminent harm, roll +Tough. On a 10+, you push the danger away for the moment. On a 79, suffer 1 less harm. On a 6 or less, its worse than you expected.",
"Hold It Together: When you are confronted by horror or attempt something stressful, roll +Cool. On a 10+, youre okay—do whats needed. On a 79, you can do it at a cost—suffer 1-harm, take -1 forward, or suffer another complication (Keepers choice). On a 6 or less, you freak out and put yourself in greater danger.": "<b>Hold It Together:</b> When you are confronted by horror or attempt something stressful, roll +Cool. On a 10+, youre okay—do whats needed. On a 79, you can do it at a cost—suffer 1-harm, take -1 forward, or suffer another complication (Keepers choice). On a 6 or less, you freak out and put yourself in greater danger.",
"Open Yourself to the Evil Here: When you let the evil get inside your mind, roll +Weird. You always draw the evils attention. On a 10+, the Keeper will tell you a terrible insight about whats going on. On a 79, the Keeper gives you a terrible hint about whats going on. On a 6 or less, youre filled with horrific visions and emotions.": "<b>Open Yourself to the Evil Here:</b> When you let the evil get inside your mind, roll +Weird. You always draw the evils attention. On a 10+, the Keeper will tell you a terrible insight about whats going on. On a 79, the Keeper gives you a terrible hint about whats going on. On a 6 or less, youre filled with horrific visions and emotions.",
"Whats Going On?: When you try to understand whats happening, ask the Keeper a question and roll +Sharp. On a 10+, theyll answer with one solid fact. On a 79, theyll answer with a general impression. On a 6 or less, you get an answer you really dont want. The Keeper answers with facts you could directly observe, or figure out from direct observation.": "<b>Whats Going On?:</b> When you try to understand whats happening, ask the Keeper a question and roll +Sharp. On a 10+, theyll answer with one solid fact. On a 79, theyll answer with a general impression. On a 6 or less, you get an answer you really dont want. The Keeper answers with facts you could directly observe, or figure out from direct observation.",
"Survivor Agenda": "Survivor Agenda",
"You wont need the usual hunter agenda here, as youre not playing heroes. Instead, use this survivor agenda:Try to survive, but dont expect it.Prove you can be a hero.Take the evil out, or make your escape.Play your survivor like theyre a real person.Additionally, hold your survivor characters lightly. If they die, quickly create a new one from the reserves and carry on playing.Pay attention to that third agenda item, too. Dont expect youll defeat the evil here—escaping from it alive is just as much a win.": "You wont need the usual hunter agenda here, as youre not playing heroes. Instead, use this survivor agenda:<ul><li>Try to survive, but dont expect it.<li>Prove you can be a hero.<li>Take the evil out, or make your escape.<li>Play your survivor like theyre a real person.</ul><p>Additionally, hold your survivor characters lightly. If they die, quickly create a new one from the reserves and carry on playing.<p>Pay attention to that third agenda item, too. Dont expect youll defeat the evil here—escaping from it alive is just as much a win.",
"Scenario Aftermath": "Scenario Aftermath",
"Scenario:": "Scenario:",
"This survivor:": "This survivor:",
"died": "died",
"escaped": "escaped",
"was transformed": "was transformed",
"defeated the evil": "defeated the evil",
"was never seen again": "was never seen again",
"If they survived, afterwards, they:": "If they survived, afterwards, they:",
"trained to be a hunter": "trained to be a hunter",
"avoided the supernatural": "avoided the supernatural",
"were never the same": "were never the same",
"Details:": "Details:",
"Alchemical Workshop: You have a space for working on alchemical contrivances. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.": "<b>Alchemical Workshop</b>: You have a space for working on alchemical contrivances. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.",
"Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty if that matters). On a 7-9, you have it, but only the minimum. On a miss, youve got the wrong thing.": "<b>Armoury</b>: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty if that matters). On a 7-9, you have it, but only the minimum. On a miss, youve got the wrong thing.",
"Selection of Amulets: A collection of useful ritual items. If you use them in mystical preparation, take +1 forward to use magic.": "<b>Selection of Amulets</b>: A collection of useful ritual items. If you use them in mystical preparation, take +1 forward to <i>use magic</i>.",
@@ -2707,6 +3040,8 @@
"You are close blood relations. Ask them exactly how close.They are destined to be your mentor. Tell them how this was revealed.Your best friend in the world, who you trust totally.A rival at first, but you came to a working arrangement.Romantic entanglement, or fated to be romantically entangled.Just friends, from working together, being taught together, or being neighbours. Figure out together what it was.They could have been the Chosen One instead of you, but they failed some trial. Tell them how they failed.You saved their life, back when they didnt know monsters were real. Tell them what you saved them from.Members of a community club or mystery cult—they were your mentor and helped with your initiation. What didnt you know about the group before then?": "<ul><li>You are close blood relations. Ask them exactly how close.<li>They are destined to be your mentor. Tell them how this was revealed.<li>Your best friend in the world, who you trust totally.<li>A rival at first, but you came to a working arrangement.<li>Romantic entanglement, or fated to be romantically entangled.<li>Just friends, from working together, being taught together, or being neighbours. Figure out together what it was.<li>They could have been the Chosen One instead of you, but they failed some trial. Tell them how they failed.<li>You saved their life, back when they didnt know monsters were real. Tell them what you saved them from.<li>Members of a community club or mystery cult—they were your mentor and helped with your initiation. What didnt you know about the group before then?</ul>",
"This hunter was there when you broke a sacred or community law. Tell them what they saw you do.This hunter was there when you decided to hunt monsters. Work out together what happened.This hunter is your younger sibling or child (possibly adopted). You look out for them.This hunter is a cousin or more distant relative.This hunter saved your life when a monster had the drop on you. Now you owe them one.This hunter helped you out with a dubious scheme. What was it?This hunter is your moral compass. When you talk over things with them, their advice helps keep you on course.Youre powerfully attracted to this hunter. Maybe someday youll deserve them.Your choice.": "<ul><li>This hunter was there when you broke a sacred or community law. Tell them what they saw you do.<li>This hunter was there when you decided to hunt monsters. Work out together what happened.<li>This hunter is your younger sibling or child (possibly adopted). You look out for them.<li>This hunter is a cousin or more distant relative.<li>This hunter saved your life when a monster had the drop on you. Now you owe them one.<li>This hunter helped you out with a dubious scheme. What was it?<li>This hunter is your moral compass. When you talk over things with them, their advice helps keep you on course.<li>Youre powerfully attracted to this hunter. Maybe someday youll deserve them.<li>Your choice.</ul>",
"If youre protecting another hunter for your patron spirit, tell them this: You have a crucial role in what is to come. I am here to guide and defend you.A prophecy indicated this hunter was going to play a major part in upcoming events, but not exactly how or why. You are keeping an eye on them.This hunter was there when you made your deal with your patron spirit. Why were you selected instead of them?This hunter called upon your patron spirit for help with a problem, and that led to you gaining your powers. How did you solve that original problem?Youre beginning to develop romantic feelings for this hunter. Ask them if thats something they return.They saved your life when your duty got you into trouble. What were you involved in that almost killed you?Youve lived away from society for many years. This hunter is the one you trust for advice on how things work now.": "<ul><li>If youre protecting another hunter for your patron spirit, tell them this: You have a crucial role in what is to come. I am here to guide and defend you.<li>A prophecy indicated this hunter was going to play a major part in upcoming events, but not exactly how or why. You are keeping an eye on them.<li>This hunter was there when you made your deal with your patron spirit. Why were you selected instead of them?<li>This hunter called upon your patron spirit for help with a problem, and that led to you gaining your powers. How did you solve that original problem?<li>Youre beginning to develop romantic feelings for this hunter. Ask them if thats something they return.<li>They saved your life when your duty got you into trouble. What were you involved in that almost killed you?<li>Youve lived away from society for many years. This hunter is the one you trust for advice on how things work now.</ul>",
"Youre friends and confidants. What do you know about each others fears and secrets?You saved them from a curse many years ago and have trusted each other since. Ask them what it was.Youre suspsicious of their powers and wonder if one day youll need to consume that curse from them.Theyre suspicioius of your powers. Ask them what they fear about you.You were both hunting the same monster and had an argument about killing it versus saving it. Decide between you who won that debate.Youre family. Whats the relationship? How does the rest of the family regard you?On your first hunt together, you unleashed consumed magic and put them in great danger. Ask what happened and how they feel about it now.They told you that youre fated to consume a curse that threatens the world. Ask if they know anything more about whats coming.": "<ul><li>Youre friends and confidants. What do you know about each others fears and secrets?<li>You saved them from a curse many years ago and have trusted each other since. Ask them what it was.<li>Youre suspsicious of their powers and wonder if one day youll need to consume that curse from them.<li>Theyre suspicioius of your powers. Ask them what they fear about you.<li>You were both hunting the same monster and had an argument about killing it versus saving it. Decide between you who won that debate.<li>Youre family. Whats the relationship? How does the rest of the family regard you?<li>On your first hunt together, you unleashed consumed magic and put them in great danger. Ask what happened and how they feel about it now.<li>They told you that youre fated to consume a curse that threatens the world. Ask if they know anything more about whats coming.</ul>",
"They invited me along tonight. Why are you both here?They are my good friend. Why do you trust each other?They are my rival or enemy. What do you respect about them, despite your differences?They are my relative. Whats the relationship?They are my romantic partner. Hows it going between you two?Were connected by [say what]. What does that mean to you?": "<ul><li>They invited me along tonight. Why are you both here?<li>They are my good friend. Why do you trust each other?<li>They are my rival or enemy. What do you respect about them, despite your differences?<li>They are my relative. Whats the relationship?<li>They are my romantic partner. Hows it going between you two?<li>Were connected by [say what]. What does that mean to you?</ul>",
"Im Here for a Reason: Theres something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it comes to pass. If you die in play, then you must spend a Favour point. You will then, somehow, recover or be returned to life. Once your task is done (or you use up all your Favour), all bets are off.": "<b>Im Here for a Reason</b>: Theres something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it comes to pass. <i>If you die in play,</i> then you must spend a <i>Favour</i> point. You will then, somehow, recover or be returned to life. Once your task is done (or you use up all your <i>Favour</i>), all bets are off.",
"Resilience: You heal faster than normal people. You always recover +1-harm when you make the daily endure harm move. Additionally, your wounds count as 1-harm less for the purpose of the Keepers harm moves.": "<b>Resilience</b>: You heal faster than normal people. You always recover +1-harm when you make the <i>daily endure harm</i> move. Additionally, your wounds count as 1-harm less for the purpose of the Keepers harm moves.",
"Artifact: You have acquired a magical artifact with a handy power. Pick one:": "<b>Artifact</b>: You have acquired a magical artifact with a handy power. Pick one:",
@@ -2731,13 +3066,23 @@
"Equestrian: You have +1 ongoing while riding a horse and similar creatures, plus you can tame any such creature. You also own two riding animals for various purposes (like a beautiful racing horse and a sturdy travelling one).": "<b>Equestrian</b>: You have +1 ongoing while riding a horse and similar creatures, plus you can tame any such creature. You also own two riding animals for various purposes (like a beautiful racing horse and a sturdy travelling one).",
"Wild Ally: You have an animal ally. Give them a name and describe what sort of animal they are.": "<b>Wild Ally</b>: You have an animal ally. Give them a name and describe what sort of animal they are.",
"Notorious: You have a scary reputation. Treat any miss when you intimidate as if you rolled a 7-9.": "<b>Notorious</b>: You have a scary reputation. Treat any miss when you <i>intimidate</i> as if you rolled a 7-9.",
"You get all the basic moves, and four Curse-eater moves. You get these two:": "You get all the basic moves, and four Curse-eater moves. You get these two:",
"Devour Evil: When you absorb a curse—from a monster, phenomenon, minion, or evil magic—roll one die. If the die shows a 1-3, mark one corruption, on a 4-5, mark two, and on a 6, mark three. For a monster or minion with half or more harm capacity remaining, mark one extra. If you have more corruption than consumed magics, ask the Keeper to provide you a power and downside this curse gives you. If the curse was small or short-lived, it is destroyed. If the curse is strong or long lasting (monsters, phenomenon, minions in particular) and you used its weakness, then the curse is lifted. Some curses cannot be lifted this way—these are temporarily but significantly reduced in power instead.": "<b>Devour Evil:</b> When you absorb a curse—from a monster, phenomenon, minion, or evil magic—roll one die. If the die shows a 1-3, mark one corruption, on a 4-5, mark two, and on a 6, mark three. For a monster or minion with half or more harm capacity remaining, mark one extra. If you have more corruption than consumed magics, ask the Keeper to provide you a power and downside this curse gives you. If the curse was small or short-lived, it is destroyed. If the curse is strong or long lasting (monsters, phenomenon, minions in particular) <i>and</i> you used its weakness, then the curse is lifted. Some curses cannot be lifted this way—these are temporarily but significantly reduced in power instead.",
"Unleash Corruption: When you have marked corruption, you may release a power you have consumed. Say how you use the power and clear one corruption, then choose whether to keep control or not. Controlled, the power does what you want. You erase the consumed magic line (including the power and downside). Uncontrolled, the power and downside both activate and the Keeper determines how it goes.": "<b>Unleash Corruption:</b> When you have marked corruption, you may release a power you have consumed. Say how you use the power and clear one corruption, then choose whether to keep control or not. Controlled, the power does what you want. You erase the consumed magic line (including the power and downside). Uncontrolled, the power and downside both activate and the Keeper determines how it goes.",
"Then pick two of these:": "Then pick two of these:",
"Devour Harm: Touch someone (or some creature) whos hurt and mark one corruption to completely heal them. Mark half the harm they had suffered.": "<b>Devour Harm:</b> Touch someone (or some creature) whos hurt and mark one corruption to completely heal them. Mark half the harm they had suffered.",
"Reach: When you use magic, you may choose one of these alternate effects:Use the devour evil move at range.Use the unleash corruption move at range.Learn whether this magic may be devoured, and what the power and downside will be.": "<b>Reach:</b> When you <b>use magic</b>, you may choose one of these alternate effects:<ul><li>Use the <b>devour evil</b> move at range.<li>Use the <b>unleash corruption</b> move at range.<li>Learn whether this magic may be devoured, and what the power and downside will be.</ul>",
"Curse Whispers: When you investigate a mystery, you may also ask:What sort of curse is this?Where did this curse come from? Is there a curse here that I can consume?If you discover a curse (by any method) matching one you have previously consumed, take +1 forward.": "<b>Curse Whispers:</b> When you <b>investigate a mystery</b>, you may also ask:<ul><li>What sort of curse is this?<li>Where did this curse come from?<li> Is there a curse here that I can consume?</ul>If you discover a curse (by any method) matching one you have previously consumed, take +1 forward.",
"Ropes of Fate: You can mystically hold a cursed being or object restrained (range: close). Roll +Cool.On a 10 or more, theyre restrained for at least an hour.On a 7-9, theyre restrained but choose one: its not for long, you suffer 1-harm, or unleash corruption.On a 6 or less, its unrestrained and very angry.": "<b>Ropes of Fate:</b> You can mystically hold a cursed being or object restrained (range: close). Roll +Cool.<ul><li>On a 10 or more, theyre restrained for at least an hour.<li>On a 7-9, theyre restrained but choose one: its not for long, you suffer 1-harm, or <b>unleash corruption</b>.<li>On a 6 or less, its unrestrained and very angry.</ul>",
"Feel the Burn: When you unleash corruption, you may clear one extra corruption, but you suffer 2-harm that cannot be reduced by any means.": "<b>Feel the Burn:</b> When you <b>unleash corruption</b>, you may clear one extra corruption, but you suffer 2-harm that cannot be reduced by any means.",
"Fortunes Fool: Mark three corruption to gain the effects of spending one Luck. Dont mark a consumed magic.": "<b>Fortunes Fool:</b> Mark three corruption to gain the effects of spending one Luck. Dont mark a consumed magic.",
"Let It Go: When you have three or more consumed magics marked, you may spend all consumed magics in place of all requirements for use magic. For big magic, the Keeper will tell you how many consumed magics you can lose in place of each requirement. Keep the corruption.": "<b>Let It Go:</b> When you have three or more consumed magics marked, you may spend all consumed magics in place of all requirements for <b>use magic</b>. For <b>big magic</b>, the Keeper will tell you how many consumed magics you can lose in place of each requirement. Keep the corruption.",
"Boss From Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your dreams ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what theyve ordered, you cannot use this move again until you have made up for your failure.": "<b>Boss From Beyond</b>: <i>At the beginning of each mystery</i>, roll +Weird. On a 10+, your dreams ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the <i>investigate a mystery</i> move right now. On a miss, you are required to do something terrible. If you do not accomplish what theyve ordered, you cannot use this move again until you have made up for your failure.",
"Cast Out Evil: You may banish a creature corrupted by dreams—including yourself! Roll +Tough. On a 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect—the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (e.g. the Monstrous). On a miss, you banish yourself instead. Thats bad.": "<b>Cast Out Evil</b>: You may banish a creature corrupted by dreams—including yourself! Roll +Tough. On a 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect—the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (e.g. the Monstrous). On a miss, you banish yourself instead. Thats bad.",
"Cast Out Spirits: You may banish a corporeal spirit or contain an incorporeal spirit in your presence. On a 10+, you force corporeal spirits to flee and makes the incorporeal ones unable to use any powers as long as youre near them and dont hurt them directly. On a 7-9, it takes a while before this effect starts. On a miss, it doesnt work, and theyre really furious at you for using the Wilds magic against them. You take 1 ongoing to moves against the spirits you tried to banish.": "<b>Cast Out Spirits</b>: You may <i>banish a corporeal spirit</i> or <i>contain an incorporeal spirit</i> in your presence. On a 10+, you force corporeal spirits to flee and makes the incorporeal ones unable to use any powers as long as youre near them and dont hurt them directly. On a 7-9, it takes a while before this effect starts. On a miss, it doesnt work, and theyre really furious at you for using the Wilds magic against them. You take 1 ongoing to moves against the spirits you tried to banish.",
"You get these two:": "You get these two:",
"Unbreakable Bargain: You made a deal with the spirit to gain your powers. At the beginning of each mystery, the spirit will let you know what it wants you to do. Ask the Keeper for a task (which may be more or less at odds with the mystery). When you make significant progress, take +1 forward. At the end of the mystery, if the task is complete, mark experience.": "<b>Unbreakable Bargain</b>: You made a deal with the spirit to gain your powers. At the beginning of each mystery, the spirit will let you know what it wants you to do. Ask the Keeper for a task (which may be more or less at odds with the mystery). When you make significant progress, take +1 forward. At the end of the mystery, if the task is complete, mark experience.",
"Marks of Corruption: The spirits magic can corrupt you. When you roll 6 or less on an action using a spirit power, the Keeper may require you become corrupted. This may take the form of a physical change to your body, a personality quirk or flaw, or a change in behaviour. When you must take a mark, you decide what it is.": "<b>Marks of Corruption</b>: The spirits magic can corrupt you. When you roll 6 or less on an action using a spirit power, the Keeper may require you become corrupted. This may take the form of a physical change to your body, a personality quirk or flaw, or a change in behaviour. When you must take a mark, you decide what it is.",
"Then pick two of these:": "Then pick two of these:",
"Spirit Paths: You can visit the spirit world. You may bring others with you. Roll +Cool. On a 10+, you travel there safely. On a 7-9, you pick: you take longer than you intended, or you pass through a dangerous area. On a miss, you are lost in the spirit world. In the spirit world, you may commune with spirits to gain insights not available in the waking world.": "<b>Spirit Paths</b>: You can visit the spirit world. You may bring others with you. Roll +Cool. On a 10+, you travel there safely. On a 7-9, you pick: you take longer than you intended, or you pass through a dangerous area. On a miss, you are lost in the spirit world. In the spirit world, you may commune with spirits to gain insights not available in the waking world.",
"Passage Transformation: You may travel in an animal form to get to another place quickly, or move where a human could not. Pick the form you take and your destination, then roll +Weird. On a 10+, you get there safely. On a 7-9, pick one: you get pursued by a predator, you get lost, or you retain an aspect of that animal a little while. On any result, when you finish your journey, you return to your normal shape.": "<b>Passage Transformation</b>: You may travel in an animal form to get to another place quickly, or move where a human could not. Pick the form you take and your destination, then roll +Weird. On a 10+, you get there safely. On a 7-9, pick one: you get pursued by a predator, you get lost, or you retain an aspect of that animal a little while. On any result, when you finish your journey, you return to your normal shape.",
"What I Need, When I Need It: You may transform objects you own, so that they are small and innocuous (pebbles, beads, sticks, etc.). Whenever you wish, you may return them to their normal form.": "<b>What I Need, When I Need It</b>: You may transform objects you own, so that they are small and innocuous (pebbles, beads, sticks, etc.). Whenever you wish, you may return them to their normal form.",
@@ -2779,6 +3124,31 @@
"Everythings Documented: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, by consulting your notes and photographs.": "<b>Everythings Documented</b>: You can use anything you could conceivably have recorded as evidence for <i>investigate a mystery</i>, allowing you to check previous interviews, attack sites, and so on, by consulting your notes and photographs.",
"Telepathy: You can read peoples thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also persuade and intimidate without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.": "<b>Telepathy</b>: You can read peoples thoughts and put words in their mind. This can allow you to <i>investigate a mystery</i> and <i>read a bad situation</i> without needing to actually talk. You can also <i>persuade</i> and <i>intimidate</i> without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.",
"The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery. Additionally—each session—you get +1 forward when interacting with spirits or the spirit world.": "<b>The Sight</b>: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you <i>investigate a mystery</i>. Additionally—each session—you get +1 forward when interacting with spirits or the spirit world.",
"Personal Moves": "Personal Moves",
"You get all the basic survivor moves, and one personal move. Pick one of these:": "You get all the basic survivor moves, and one personal move. Pick one of these:",
"Authoritative: People tend to pay attention to what you say and take it seriously. You get +1 ongoing to call for help, and bystanders will go along with your suggestions (unless obviously dangerous).": "<b>Authoritative:</b> People tend to pay attention to what you say and take it seriously. You get +1 ongoing to <b>call for help,</b> and bystanders will go along with your suggestions (unless obviously dangerous).",
"Baggage: You had a previous encounter with this evil. The Keeper will immediately give you a terrible insight about whats going on, and a useful fact that will help you survive. You may ask follow-up questions, but youre not owed any answers.": "<b>Baggage:</b> You had a previous encounter with this evil. The Keeper will immediately give you a terrible insight about whats going on, and a useful fact that will help you survive. You may ask follow-up questions, but youre not owed any answers.",
"Banter: If you have some time out of danger, you may make jokes and chat. Everyone present takes +1 forward.": "<b>Banter:</b> If you have some time out of danger, you may make jokes and chat. Everyone present takes +1 forward.",
"Bonded: Pick another person. Get +1 ongoing when theyre the focus of a move roll you make.": "<b>Bonded:</b> Pick another person. Get +1 ongoing when theyre the focus of a move roll you make.",
"Cautious: When you suffer harm that you had a chance to prepare for, take 1 less.": "<b>Cautious:</b> When you suffer harm that you had a chance to prepare for, take 1 less.",
"Curious: When you roll whats going on or figure it out, you learn an extra fact.": "<b>Curious:</b> When you roll <b>whats going on</b> or <b>figure it out,</b> you learn an extra fact.",
"Geared Up: You brought lots of stuff. Take three more items from the gear list, and one extra of your choice (with the Keepers agreement).": "<b>Geared Up:</b> You brought lots of stuff. Take three more items from the gear list, and one extra of your choice (with the Keepers agreement).",
"Healthy: When you get a few minutes of rest after a danger has passed, heal 1-harm or clear unstable.": "<b>Healthy:</b> When you get a few minutes of rest after a danger has passed, heal 1-harm or clear unstable.",
"Lucky: Start with 2 Luck boxes instead of none.": "<b>Lucky:</b> Start with 2 Luck boxes instead of none.",
"Self-Taught Magician: You start knowing the attempt a spell move, plus youve found or otherwise learned one spell. Choose the spells single effect from the hunter basic use magic move options, the Keeper chooses requirements as usual.": "<b>Self-Taught Magician:</b> You start knowing the <b>attempt a spell</b> move, plus youve found or otherwise learned one spell. Choose the spells single effect from the hunter basic <b>use magic</b> move options, the Keeper chooses requirements as usual.",
"This Old Thing?: You have some small, special item that will be useful to survive this situation. Decide what it is with the Keeper.": "<b>This Old Thing?:</b> You have some small, special item that will be useful to survive this situation. Decide what it is with the Keeper.",
"Touch of the Odd: When you open yourself to the evil here, gain an extra insight. When you attempt a spell, take +1 forward your first time for each spell.": "<b>Touch of the Odd:</b> When you <b>open yourself to the evil here,</b> gain an extra insight. When you <b>attempt a spell,</b> take +1 forward your first time for each spell.",
"Warrior Soul: When you attack someone or something, you do +1 harm.": "<b>Warrior Soul:</b> When you attack someone or something, you do +1 harm.",
"Improved Survivor Moves": "Improved Survivor Moves",
"You may gain these as you level up.": "You may gain these as you level up.",
"Attempt a Spell: When you try to cast a spell you found, ask the Keeper what it requires. When you have prepared the necessaries, roll +Weird. On a 10+, it works but you suffer 1-harm or draw unwanted attention (your choice). On a 79, something isnt right—you may stop, redo your preparations, and try again with +1 forward, or go ahead and cast but suffer 3-harm or release uncontrolled magic (Keepers choice). On a 6 or less, something terrible happens.": "<b>Attempt a Spell:</b> When you try to cast a spell you found, ask the Keeper what it requires. When you have prepared the necessaries, roll +Weird. On a 10+, it works but you suffer 1-harm or draw unwanted attention (your choice). On a 79, something isnt right—you may stop, redo your preparations, and try again with +1 forward, or go ahead and cast but suffer 3-harm or release uncontrolled magic (Keepers choice). On a 6 or less, something terrible happens.",
"Avoid Danger: When you or someone else is about to suffer harm and you try to avoid or prevent it, roll +Tough. On a 10+, you avoid it—reduce harm suffered by 3. On a 79, you avoid 1-harm. On a 6 or less, its worse than you thought (maybe because of what you tried).": "<b>Avoid Danger:</b> When you or someone else is about to suffer harm and you try to avoid or prevent it, roll +Tough. On a 10+, you avoid it—reduce harm suffered by 3. On a 79, you avoid 1-harm. On a 6 or less, its worse than you thought (maybe because of what you tried).",
"Fight Back: When you are attacked and you fight right back, roll +Tough. On a 10+, deal your harm to it and either suffer half harm back or suffer full harm and drive it away momentarily. On a 79, deal and suffer full harm. On a 6 or less, its going to go very badly for you.": "<b>Fight Back:</b> When you are attacked and you fight right back, roll +Tough. On a 10+, deal your harm to it and either suffer half harm back or suffer full harm and drive it away momentarily. On a 79, deal and suffer full harm. On a 6 or less, its going to go very badly for you.",
"Help Someone Out: When you help someone with a difficult task, roll +Cool. On a 10+, your help makes a difference and they take +1 forward. On a 79, you help at a cost—they get +1 forward and you suffer a consequence. On a 6 or less, your help puts you both at greater risk.": "<b>Help Someone Out:</b> When you help someone with a difficult task, roll +Cool. On a 10+, your help makes a difference and they take +1 forward. On a 79, you help at a cost—they get +1 forward and you suffer a consequence. On a 6 or less, your help puts you both at greater risk.",
"Figure It Out: When you investigate and try to work out what the fuck is going on here, roll +Sharp. On a 10+, you learn a fact thatll help you survive. On a 79, you learn a fact thatll help you survive but it comes at a cost. On a 6 or less, you learn a fact you really dont want to be true. In all cases, the Keeper will tell you something you might have seen, deduced, or otherwise figured out.": "<b>Figure It Out:</b> When you investigate and try to work out what the fuck is going on here, roll +Sharp. On a 10+, you learn a fact thatll help you survive. On a 79, you learn a fact thatll help you survive but it comes at a cost. On a 6 or less, you learn a fact you really dont want to be true. In all cases, the Keeper will tell you something you might have seen, deduced, or otherwise figured out.",
"Look for Danger: When you scan the area for hidden threats, dangers, or potential advantages, roll +Sharp. On a 10+, you learn two things. On a 79, you learn one thing. On a 6 or less, you learn one thing but its all worse than you thought. In all cases, the Keeper will tell you something you could have noticed or figured out.": "<b>Look for Danger:</b> When you scan the area for hidden threats, dangers, or potential advantages, roll +Sharp. On a 10+, you learn two things. On a 79, you learn one thing. On a 6 or less, you learn one thing but its all worse than you thought. In all cases, the Keeper will tell you something you could have noticed or figured out.",
"Plead: When you plead for someone to act against their interests, roll +Charm. For another survivor, on a 10+, they may do it or not but if they do, they gain an experience mark and you get +1 forward. On a 79, its the same but they suffer extra consequences. For other people, on a 10+, they do it—you owe them—and you get +1 forward. On a 79, its the same but theyre put into danger. For all, on a 6 or less, you waste time.": "<b>Plead:</b> When you plead for someone to act against their interests, roll +Charm. For another survivor, on a 10+, they may do it or not but if they do, they gain an experience mark and you get +1 forward. On a 79, its the same but they suffer extra consequences. For other people, on a 10+, they do it—you owe them—and you get +1 forward. On a 79, its the same but theyre put into danger. For all, on a 6 or less, you waste time.",
"Stay Calm: When you need to stay calm to do something hard, roll +Cool. On a 10+, you do it just fine. On a 79, you may withdraw and try something else or do it at a cost. On a 6 or less, youre freaking out—do it very badly, or give up your plan in despair.": "<b>Stay Calm:</b> When you need to stay calm to do something hard, roll +Cool. On a 10+, you do it just fine. On a 79, you may withdraw and try something else or do it at a cost. On a 6 or less, youre freaking out—do it very badly, or give up your plan in despair.",
"Fervor: When you persuade, roll +Tough instead of +Charm.": "<b>Fervor</b>: When you <i>persuade</i>, roll +Tough instead of +Charm.",
"Safety First: Add +1 armour to any one piece of gear.": "<b>Safety First</b>: Add +1 armour to any one piece of gear.",
"Make Do: When you use the crafting basic move, you may substitute one inferior material for a requirement of the item.": "<b>Make Do</b>: When you use the <i>crafting</i> basic move, you may substitute one inferior material for a requirement of the item.",
@@ -2786,6 +3156,11 @@
"Intimidate Advanced: On a 12+, if you have advanced intimidate, they do what you say and dont hold a grudge. If theyre a member of your community, add a mark to their hunter support track.": "<b>Intimidate Advanced:</b> On a 12+, if you have advanced intimidate, they do what you say and dont hold a grudge. If theyre a member of your community, add a mark to their hunter support track.",
"Persuade Advanced: On a 12+, theyre convinced. If theyre a member of your community, add a mark to their hunter support track. If they are an outsider, they instead become an ally.": "<b>Persuade Advanced:</b> On a 12+, theyre convinced. If theyre a member of your community, add a mark to their hunter support track. If they are an outsider, they instead become an ally.",
"Pursuit Advanced: On a 12+, you close the distance, plus pick three options.": "<b>Pursuit Advanced:</b> On a 12+, you close the distance, plus pick three options.",
"Levelling Up": "Levelling Up",
"When youve filled all five experience boxes, you level up. Erase all experience marks, pick an improvement, and mark a level gained here.": "When youve filled all five experience boxes, you level up. Erase all experience marks, pick an improvement, and mark a level gained here.",
"Improvements": "Improvements",
"You may select each as many times as appropriate.Get +1 to a rating. The maximum you can have are a +2, two +1, a 0, and a -1.Gain an improved survivor move.Find a useful tool or weapon.Gain a Luck box, to be spent in the future. Maximum is 7 Luck boxes.Heal 1 harm and clear “unstable.”": "You may select each as many times as appropriate.<ul><li>Get +1 to a rating. The maximum you can have are a +2, two +1, a 0, and a -1.<li>Gain an improved survivor move.<li>Find a useful tool or weapon.<li>Gain a Luck box, to be spent in the future. Maximum is 7 Luck boxes.<li>Heal 1 harm and clear “unstable.”</ul>",
"and Fighting": "and Fighting",
"Your special weapon has unlimited wear.": "Your special weapon has unlimited wear.",
"Cord (1 harm, hand, area)": "Cord (1 harm, hand, area)",
"Edge (+1 harm)": "Edge (+1 harm)",
@@ -2821,6 +3196,49 @@
"Sword (2-harm hand)": "Sword (2-harm hand)",
"Spear (2-harm hand/close)": "Spear (2-harm hand/close)",
"Shortbow (2-harm close concealable)": "Shortbow (2-harm close concealable)",
"Handy Gear": "Handy Gear",
"Mystical focus used when eating curses (perhaps a crystal, amulet, or ring)": "Mystical focus used when eating curses (perhaps a crystal, amulet, or ring)",
"Pocket knife or multitool (1-harm hand useful small)": "Pocket knife or multitool (1-harm hand useful small)",
"A bag full of occult ingredients and spell reagents": "A bag full of occult ingredients and spell reagents",
"Manacles and chains": "Manacles and chains",
"Rope and zip ties": "Rope and zip ties",
"Rope": "Rope",
"Medallion of the Society of Curse-eaters": "Medallion of the Society of Curse-eaters",
"Improvised protective gear (1-armour)": "Improvised protective gear (1-armour)",
"Big net": "Big net",
"Grimoire of wardings and defenses": "Grimoire of wardings and defenses",
"Dowsing rods and pendulum": "Dowsing rods and pendulum",
"Curse-eaters mask or amulet": "Curse-eaters mask or amulet",
"Divination sticks": "Divination sticks",
"Practical Weapons": "Practical Weapons",
"Pick two:": "Pick two:",
"Baseball or cricket bat (1-harm hand innocuous)": "Baseball or cricket bat (1-harm hand innocuous)",
"Collapsible baton (1-harm hand small)": "Collapsible baton (1-harm hand small)",
"Taser (2-harm hand/close stun electric)": "Taser (2-harm hand/close stun electric)",
"Tranquiliser rifle (3-harm close sedating)": "Tranquiliser rifle (3-harm close sedating)",
"Pistol (2-harm close loud)": "Pistol (2-harm close loud)",
"Singlestick or cane (1-harm hand innocuous)": "Singlestick or cane (1-harm hand innocuous)",
"Choloroform (0-harm intimate sedating)": "Choloroform (0-harm intimate sedating)",
"Small revolver (2-harm hand/close reload)": "Small revolver (2-harm hand/close reload)",
"Flintlock pistol (2-harm hand/close reload slow loud inaccurate)": "Flintlock pistol (2-harm hand/close reload slow loud inaccurate)",
"Cudgel (1-harm hand innocuous)": "Cudgel (1-harm hand innocuous)",
"Sleep potion (0-harm intimate/hand sedating)": "Sleep potion (0-harm intimate/hand sedating)",
"Rapier (2-harm hand quick)": "Rapier (2-harm hand quick)",
"Shortbow (2-harm close)": "Shortbow (2-harm close)",
"Dagger (1-harm hand/close small)": "Dagger (1-harm hand/close small)",
"Vehicles": "Vehicles",
"Pick one:": "Pick one:",
"None": "None",
"Pickup": "Pickup",
"Van": "Van",
"Truck": "Truck",
"Old car": "Old car",
"Horse": "Horse",
"Carriage with team and driver": "Carriage with team and driver",
"Riverboat": "Riverboat",
"Sloop": "Sloop",
"House-wagon with ox": "House-wagon with ox",
"Wagon with ox": "Wagon with ox",
"Whipblade (3-harm hand/close messy)": "Whipblade (3-harm hand/close messy)",
"Halberd (3-harm hand/close messy slow)": "Halberd (3-harm hand/close messy slow)",
"Pick four of these monster hunting items:": "Pick four of these monster hunting items:",
@@ -2982,6 +3400,20 @@
"Living Dog Puppet. Somehow this came to life. Its kind of like a regular dog?": "<b>Living Dog Puppet</b>. Somehow this came to life. Its kind of like a regular dog?",
"Returning Aureus. Spend this coin, and it will come back in a day or so.": "<b>Returning Aureus</b>. Spend this coin, and it will come back in a day or so.",
"Returning Ducat. Spend this coin, and it will come back in a day or so.": "<b>Returning Ducat</b>. Spend this coin, and it will come back in a day or so.",
"You start with your clothing and personal possessions (as appropriate to the scenario).": "You start with your clothing and personal possessions (as appropriate to the scenario).",
"You can use this attack:": "You can use this attack:",
"Untrained and unarmed (0-harm hand)": "Untrained and unarmed (0-harm hand)",
"You also get one of these:": "You also get one of these:",
"Martial artist (0-harm intimate/hand 1-armour)": "Martial artist (0-harm intimate/hand 1-armour)",
"Handgun (2-harm close loud reload)": "Handgun (2-harm close loud reload)",
"Baseball bat or similar (1-harm hand)": "Baseball bat or similar (1-harm hand)",
"Leather or padded jacket (1-armour)": "Leather or padded jacket (1-armour)",
"Multitool": "Multitool",
"Flashlight": "Flashlight",
"Flask or bottle of booze": "Flask or bottle of booze",
"Music player": "Music player",
"Snacks": "Snacks",
"Pocket first aid kit (clear unstable or heal 1-harm, one use only)": "Pocket first aid kit (clear unstable or heal 1-harm, one use only)",
"Sword (2-harm hand) made from two special materials at once": "Sword (2-harm hand) made from two special materials at once",
"Massive sword studded with monster teeth (6-wear 4-harm hand messy heavy)": "Massive sword studded with monster teeth (6-wear 4-harm hand messy heavy)",
"Jade dagger (8-wear 2-harm intimate/hand messy ignore-armour)": "Jade dagger (8-wear 2-harm intimate/hand messy ignore-armour)",
@@ -3021,8 +3453,8 @@
"Materials marked with an asterisk* are considered relics or precious gifts by people and spirits of the Marches, and using them against the spirits causes their great wrath. Creating prototype firearms using any of those materials will earn the spirits great wrath as well.": "Materials marked with an asterisk* are considered relics or precious gifts by people and spirits of the Marches, and using them against the spirits causes their great wrath. Creating prototype firearms using <i>any</i> of those materials will earn the spirits great wrath as well.",
"Everyday Gear": "Everyday Gear",
"Here are some basics that anyone might use and have access to.": "Here are some basics that anyone might use and have access to.",
"Pick up to four things from the everyday gear list, plus your clothes.": "Pick up to four things from the everyday gear list, plus your clothes.",
"Pick up to three things from the everyday gear list, plus your clothes.": "Pick up to three things from the everyday gear list, plus your clothes.",
"Pick up to four things from the everyday gear list, plus your clothes.": "Pick up to four things from the everyday gear list, plus your clothes.",
"Pick up to five things from the everyday gear list, plus your clothes.": "Pick up to five things from the everyday gear list, plus your clothes.",
"Arrows are made in a variety of styles for different purposes. Hunters with bows pick a few types of arrows they normally carry, such as: small game, large game, war, barbed, stabilised, blunt. Decide what material theyre made from.": "Arrows are made in a variety of styles for different purposes. Hunters with bows pick a few types of arrows they normally carry, such as: small game, large game, war, barbed, stabilised, blunt. Decide what material theyre made from.",
"Bone flute (3-wear)": "Bone flute (3-wear)",
@@ -3081,11 +3513,14 @@
"Spirit-Touched": "Spirit-Touched",
"Lore-Holder": "Lore-Holder",
"Other-Folk": "Other-Folk",
"Curse-Eater": "Curse-Eater",
"a lesser spirit being": "a lesser spirit being",
"Gain a Haven, like the Lore-Holder, with two options.": "Gain a Haven, like the <i>Lore-Holder</i>, with two options.",
"Gain a ritual space, like the Haven option of the Lore-Holder.": "Gain a ritual space, like the Haven option of the <i>Lore-Holder</i>.",
"Recover a stash of valuables. Take 15-wear worth of fancy items (mostly jewellery).": "Recover a stash of valuables. Take 15-wear worth of fancy items (mostly jewellery).",
"Erase one used Favour point": "Erase one used <i>Favour</i> point",
"Clear all corruption, without clearing consumed magics. Dont erase the excess magics now, but you cant gain more until you release some of them.": "Clear all corruption, without clearing consumed magics. Dont erase the excess magics now, but you cant gain more until you release some of them.",
"I break my curse": "I break my curse",
"Change the nature of your obligation. Select a new obligation from the normal options or (with the Keepers agreement) a new obligation of your own creation.": "Change the nature of your obligation. Select a new obligation from the normal options or (with the Keepers agreement) a new obligation of your own creation."
"Change the nature of your obligation. Select a new obligation from the normal options or (with the Keepers agreement) a new obligation of your own creation.": "Change the nature of your obligation. Select a new obligation from the normal options or (with the Keepers agreement) a new obligation of your own creation.",
"Make a consumed magic into a permanent custom move (with the groups agreement), then clear it.": "Make a consumed magic into a permanent custom move (with the groups agreement), then clear it."
}