From c87ee14c8a57660d848945c72bae9c35d9375179 Mon Sep 17 00:00:00 2001 From: roll20deploy Date: Thu, 28 May 2026 14:20:56 -0400 Subject: [PATCH] New translations translation.json (Portuguese, Brazilian) [ci skip] --- .../translations/pb.json | 423 +++++++++++++++++- 1 file changed, 419 insertions(+), 4 deletions(-) diff --git a/Monster of the Week Official/translations/pb.json b/Monster of the Week Official/translations/pb.json index cfb0db876c..4d129277ec 100644 --- a/Monster of the Week Official/translations/pb.json +++ b/Monster of the Week Official/translations/pb.json @@ -1775,12 +1775,13 @@ "Pyrokinesis-advanced": "Advanced: When you advance pyrokinesis, add this:", "Summoner-advanced": "Advanced: When you advance summoner, add this:", "Tradecraft-advanced": "Advanced: When you advance tradecraft, add this:", - "Warding-advanced": "Advanced Warding: When you advance warding, add this:", + "Warding-advanced": "Advanced: When you advance warding, add this:", "Custom Team Playbook": "Custom Team Playbook", "The Loner": "The Loner", "The Lore-Holder": "The Lore-Holder", "The Other-Folk": "The Other-Folk", "The Spirit-Touched": "The Spirit-Touched", + "Mystic Marginalia": "Mystic Marginalia", "Codex of Worlds": "Codex of Worlds", "Apocrypha": "Apocrypha", "Army Of One": "Army Of One", @@ -1800,6 +1801,7 @@ "Radio Station": "Radio Station", "Research Lab": "Research Lab", "Swipe to Slay": "Swipe to Slay", + "Passing the Torch": "Passing the Torch", "Concept": "Concept", "Mark of the Spirit-Touched": "Mark of the Spirit-Touched", "Game Options": "Game Options", @@ -1809,6 +1811,7 @@ "(Turn on to add the non-lethal gear options from Codex of Worlds to your playbook’s Gear section.)": "(Turn on to add the non-lethal gear options from Codex of Worlds to your playbook’s Gear section.)", "Hunter Stories": "Hunter Stories", "(Turn on to add an area for tracking Hunter Stories from the Hunter’s Journal.)": "(Turn on to add an area for tracking Hunter Stories from the Hunter’s Journal.)", + "Basic Hunter Moves": "Basic Hunter Moves", "Ambush": "Ambush", "When you launch a surprise attack or unleash a trap, inflict harm as established.": "When you launch a surprise attack or unleash a trap, inflict harm as established.", "Crafting": "Crafting", @@ -1880,6 +1883,176 @@ "You’re a spy, but your intuition is more than just years of training and experience. You just know what to do. When you use your espionage intuition, choose a goal, then roll +Weird. A safe place to hole up.A useful contact.A false identity for this situation.Cutting-edge or specific gear.To know if you are being followed or watched.To encrypt a message that only the intended recipient can understand.To communicate with someone undetectably.On a 10+, it’s all good. On a 7–9, it’s a little dicey. Maybe you have to deal with some security, owe a favour, or use a roundabout method. On a miss, you’re in immediate danger.": "You’re a spy, but your intuition is more than just years of training and experience. You just know what to do. When you use your espionage intuition, choose a goal, then roll +Weird. On a 10+, it’s all good. On a 7–9, it’s a little dicey. Maybe you have to deal with some security, owe a favour, or use a roundabout method. On a miss, you’re in immediate danger.", "Warding": "Warding", "You’ve learned protective spells, or maybe just weaponised a certain skepticism.Protections:Suppress an existing supernatural effect for a few moments. If strong, disrupt it until the source renews it.Give one person +1 ongoing to resist a specific effect. If strong, affect several people, or give one person total protection.Create an area that is uncomfortable to a chosen type of supernatural entity. Most avoid the area. If they enter, they’ll suffer pain or sensory overload. If the ward is strong, they also suffer 1-harm for every minute in the area.When you ward yourself against the supernatural, describe the protection you want and roll +Weird.On a 10+, the ward is strong, gaining the “strong” benefit as well.On a 7–9, the ward works.On a miss, the ward fails in the worst possible way.": "You’ve learned protective spells, or maybe just weaponised a certain skepticism.

Protections:When you ward yourself against the supernatural, describe the protection you want and roll +Weird.", + "Zoomed-In Combat": "Zoomed-In Combat", + "Use these moves when you want a more detailed, duel-style combat scene. (From Mystic Marginalia, pages 107-112)": "Use these moves when you want a more detailed, duel-style combat scene. (From Mystic Marginalia, pages 107-112)", + "Keeper’s Zoomed-In Moves": "Keeper’s Zoomed-In Moves", + "Although the zoomed-in moves specify what happens for each result level, the Keeper may still make a normal Keeper or threat move after resolving the zoomed-in combat move.": "Although the zoomed-in moves specify what happens for each result level, the Keeper may still make a normal Keeper or threat move after resolving the zoomed-in combat move.", + "As Keeper, you may use these extra Keeper moves during zoomed-in combat scenes.": "As Keeper, you may use these extra Keeper moves during zoomed-in combat scenes.", + "Zoomed-in combat moves for monsters, minions, and villains": "Zoomed-in combat moves for monsters, minions, and villains", + "Attack the hunter it thinks most dangerous.": "Attack the hunter it thinks most dangerous.", + "Attack the hunter it thinks most vulnerable.": "Attack the hunter it thinks most vulnerable.", + "Attack a bystander.": "Attack a bystander.", + "Defend another monster, minion, or villain.": "Defend another monster, minion, or villain.", + "Advance a nefarious plan.": "Advance a nefarious plan.", + "Interfere with something the hunters need to do.": "Interfere with something the hunters need to do.", + "Scan for other dangers.": "Scan for other dangers.", + "Reveal a new tactic, power, attack, or defence.": "Reveal a new tactic, power, attack, or defence.", + "Taunt the hunters.": "Taunt the hunters.", + "Reveal an important fact or secret, perhaps unintentionally.": "Reveal an important fact or secret, perhaps unintentionally.", + "Zoomed-in combat moves for the fight location": "Zoomed-in combat moves for the fight location", + "A way is opened or closed. Examples: a locked door opens, an open door is barred, a passageway is cleared.": "A way is opened or closed. Examples: a locked door opens, an open door is barred, a passageway is cleared.", + "Something is broken. Examples: a door is smashed, a wall comes down, machinery explodes.": "Something is broken. Examples: a door is smashed, a wall comes down, machinery explodes.", + "Reveal a danger. Examples: a fire starts, a trap activates, poison gas sprays.": "Reveal a danger. Examples: a fire starts, a trap activates, poison gas sprays.", + "A danger inflicts harm.": "A danger inflicts harm.", + "Reveal a new area. Examples: a balcony, air vents, a portal to another place opens.": "Reveal a new area. Examples: a balcony, air vents, a portal to another place opens.", + "Hunter’s Zoomed-In Moves": "Hunter’s Zoomed-In Moves", + "How These Work": "How These Work", + "Here’s a quick description of the moves available:": "Here’s a quick description of the moves available:", + "Apply Weakness: If you need to do something special to activate an enemy’s weakness.": "Apply Weakness: If you need to do something special to activate an enemy’s weakness.", + "Balanced Strike: A basic attack on an enemy.": "Balanced Strike: A basic attack on an enemy.", + "Cautious Strike: A weaker attack on an enemy, not exposing yourself to much danger.": "Cautious Strike: A weaker attack on an enemy, not exposing yourself to much danger.", + "Distract: Change who or what your enemies are focused on.": "Distract: Change who or what your enemies are focused on.", + "Expose Vulnerability: Provides one-use reductions to an enemy’s armour rating, or boosts attacks against them.": "Expose Vulnerability: Provides one-use reductions to an enemy’s armour rating, or boosts attacks against them.", + "Flanking Strike: A strong attack available when an enemy is unaware of or ignoring you.": "Flanking Strike: A strong attack available when an enemy is unaware of or ignoring you.", + "Maneuver: Move around the field of battle.": "Maneuver: Move around the field of battle.", + "Quick First Aid: Simple, midst-of-combat healing.": "Quick First Aid: Simple, midst-of-combat healing.", + "Reckless Strike: A strong attack that exposes yourself to more danger.": "Reckless Strike: A strong attack that exposes yourself to more danger.", + "Restrain: Hold or pin an enemy.": "Restrain: Hold or pin an enemy.", + "Setup Combo: Prepare an ally for a stronger strike on an enemy.": "Setup Combo: Prepare an ally for a stronger strike on an enemy.", + "It’s All “Kick Some Ass”": "It’s All “Kick Some Ass”", + "When using these moves for a fight scene, the kick some ass move will not be available. Hunters with moves altering kick some ass should have the same or equivalent adjustments made to the zoomed-in combat moves. In particular:": "When using these moves for a fight scene, the kick some ass move will not be available. Hunters with moves altering kick some ass should have the same or equivalent adjustments made to the zoomed-in combat moves. In particular:", + "Anything that directly enhances harm applies to the strike moves.": "Anything that directly enhances harm applies to the strike moves.", + "Anything that gives you more options applies to similar moves.": "Anything that gives you more options applies to similar moves.", + "If you have advanced kick some ass, pick three zoomed-in combat moves that count as advanced for you.": "If you have advanced kick some ass, pick three zoomed-in combat moves that count as advanced for you.", + "For help out, the basic move remains available, but setup combo will often be more useful.": "For help out, the basic move remains available, but setup combo will often be more useful.", + "The other basic moves all work as usual. In particular, protect someone and use magic remain good options during a fight scene.": "The other basic moves all work as usual. In particular, protect someone and use magic remain good options during a fight scene.", + "Effects that apply to “a strike” mean a single use of any moves with “strike” in their name: balanced strike, cautious strike, flanking strike, and reckless strike.": "Effects that apply to “a strike” mean a single use of any moves with “strike” in their name: balanced strike, cautious strike, flanking strike, and reckless strike.", + "Apply Weakness": "Apply Weakness", + "Use this if you need to do something special to apply a threat’s weakness. Roll +Sharp (using a cunning plan), +Tough (you need to injure it a particular way), or +Weird (you need to use magic or its mystical weakness):": "Use this if you need to do something special to apply a threat’s weakness. Roll +Sharp (using a cunning plan), +Tough (you need to injure it a particular way), or +Weird (you need to use magic or its mystical weakness):", + "On a 12+, if you’ve advanced this move, apply the weakness and inflict harm as established.": "On a 12+, if you’ve advanced this move, apply the weakness and inflict harm as established.", + "On a 10+, you apply the weakness.": "On a 10+, you apply the weakness.", + "On a 7–9, you apply the weakness but suffer harm from an enemy in the process.": "On a 7–9, you apply the weakness but suffer harm from an enemy in the process.", + "On a 6–, you suffer terrible harm (+1) from an enemy.": "On a 6–, you suffer terrible harm (+1) from an enemy.", + "If the threat’s weakness can be activated without special action, this move isn’t needed—if you hit with a weapon made of the weakness, or if you’re fighting in a location that is the weakness. Use this move when the weakness needs a specific action, like poisoning a particular organ, or maneuvering the creature onto a magic circle.": "If the threat’s weakness can be activated without special action, this move isn’t needed—if you hit with a weapon made of the weakness, or if you’re fighting in a location that is the weakness. Use this move when the weakness needs a specific action, like poisoning a particular organ, or maneuvering the creature onto a magic circle.", + "Balanced Strike": "Balanced Strike", + "Use this move to inflict harm on an enemy without particular caution or foolhardiness. Roll +Tough (using skill) or +Cool (using grit):": "Use this move to inflict harm on an enemy without particular caution or foolhardiness. Roll +Tough (using skill) or +Cool (using grit):", + "On a 12+, if you’ve advanced this move, inflict terrible harm (+1) as per your attack.": "On a 12+, if you’ve advanced this move, inflict terrible harm (+1) as per your attack.", + "On a 10+, inflict harm as per your attack.": "On a 10+, inflict harm as per your attack.", + "On a 7–9, inflict harm as per your attack. An enemy either inflicts reduced harm (–1) or makes another move.": "On a 7–9, inflict harm as per your attack. An enemy either inflicts reduced harm (–1) or makes another move.", + "On a 6–, suffer harm from an enemy’s attack.": "On a 6–, suffer harm from an enemy’s attack.", + "Cautious Strike": "Cautious Strike", + "Cautious Strike: Use this move to inflict harm on an enemy exposing yourself to little danger. Roll +Tough (using skill) or +Sharp (waiting for your moment):": "Cautious Strike: Use this move to inflict harm on an enemy exposing yourself to little danger. Roll +Tough (using skill) or +Sharp (waiting for your moment):", + "On a 12+, if you’ve advanced this move, inflict harm as per your attack. Hold 2 you can spend to avoid 1 harm per hold from this foe.": "On a 12+, if you’ve advanced this move, inflict harm as per your attack. Hold 2 you can spend to avoid 1 harm per hold from this foe.", + "On a 10+, inflict reduced harm (–1) as per your attack. Hold 1 you can spend to avoid 1 harm from this foe.": "On a 10+, inflict reduced harm (–1) as per your attack. Hold 1 you can spend to avoid 1 harm from this foe.", + "On a 7–9, inflict reduced harm (–1) as per your attack.": "On a 7–9, inflict reduced harm (–1) as per your attack.", + "On a 6–, suffer trivial harm (–2) from an enemy’s attack.": "On a 6–, suffer trivial harm (–2) from an enemy’s attack.", + "Distract": "Distract", + "Use this move to get the enemy’s attention where you want it. Roll +Charm (taunts), +Cool (being badass), +Sharp (trickery), or +Weird (magic):": "Use this move to get the enemy’s attention where you want it. Roll +Charm (taunts), +Cool (being badass), +Sharp (trickery), or +Weird (magic):", + "On a 12+, if you’ve advanced this move, pick three distraction options.": "On a 12+, if you’ve advanced this move, pick three distraction options.", + "On a 10–12, pick two distraction options.": "On a 10–12, pick two distraction options.", + "On a 7–9, pick one distraction option.": "On a 7–9, pick one distraction option.", + "On a 6–, you draw an enemy’s attention and suffer harm from their attack.": "On a 6–, you draw an enemy’s attention and suffer harm from their attack.", + "Distraction options:": "Distraction options:", + "All enemies focus on you or one of your allies.": "All enemies focus on you or one of your allies.", + "An enemy pays no attention to you. You may make a flanking strike, until they notice you. You may use this multiple times to affect multiple enemies.": "An enemy pays no attention to you. You may make a flanking strike, until they notice you. You may use this multiple times to affect multiple enemies.", + "An enemy pays no attention to another hunter, giving them the option to make a flanking strike, until the enemy notices them.": "An enemy pays no attention to another hunter, giving them the option to make a flanking strike, until the enemy notices them.", + "An enemy ignores something important (such as someone casting a spell, an escaping bystander, or someone using a gadget). May be selected multiple times to affect multiple enemies.": "An enemy ignores something important (such as someone casting a spell, an escaping bystander, or someone using a gadget). May be selected multiple times to affect multiple enemies.", + "An enemy moves away from, or towards, a particular place.": "An enemy moves away from, or towards, a particular place.", + "Expose Vulnerability": "Expose Vulnerability", + "Use this to make an enemy an easier target for yourself and your allies. Roll +Sharp (observation) or +Weird (mystical):": "Use this to make an enemy an easier target for yourself and your allies. Roll +Sharp (observation) or +Weird (mystical):", + "On a 12+, if you’ve advanced this move, hold 4.": "On a 12+, if you’ve advanced this move, hold 4.", + "On a 10+, hold 3.": "On a 10+, hold 3.", + "On a 7–9, hold 2.": "On a 7–9, hold 2.", + "On a 6–, hold 1 and an enemy gets a shot at you.": "On a 6–, hold 1 and an enemy gets a shot at you.", + "Spend your hold during this fight to:": "Spend your hold during this fight to:", + "Give a hunter +1 forward on a strike against this enemy.": "Give a hunter +1 forward on a strike against this enemy.", + "Reduce the enemy’s armour by 1 for a single strike. You may spend multiple holds for this.": "Reduce the enemy’s armour by 1 for a single strike. You may spend multiple holds for this.", + "Give a hunter +1 harm for a single strike. You may spend multiple holds for this.": "Give a hunter +1 harm for a single strike. You may spend multiple holds for this.", + "Flanking Strike": "Flanking Strike", + "Use this move when your enemy is unaware of you or distracted. This includes when a hunter has engaged it and you’ve worked your way behind. Roll +Tough (full force) or +Cool (cold-blooded):": "Use this move when your enemy is unaware of you or distracted. This includes when a hunter has engaged it and you’ve worked your way behind. Roll +Tough (full force) or +Cool (cold-blooded):", + "On a 12+, if you’ve advanced this move, inflict terrible harm (+1) as per your attack. If other hunters are engaged with this enemy, they may also inflict their attack’s harm.": "On a 12+, if you’ve advanced this move, inflict terrible harm (+1) as per your attack. If other hunters are engaged with this enemy, they may also inflict their attack’s harm.", + "On a 10+, inflict terrible harm (+1) as per your attack.": "On a 10+, inflict terrible harm (+1) as per your attack.", + "On a 7–9, inflict harm as per your attack.": "On a 7–9, inflict harm as per your attack.", + "On a 6–, inflict reduced harm (–1) as per your attack, and take –1 forward.": "On a 6–, inflict reduced harm (–1) as per your attack, and take –1 forward.", + "Maneuver": "Maneuver", + "Use this move to get yourself a better position against an enemy. Roll +Charm (intuit intentions) or +Sharp (situational awareness):": "Use this move to get yourself a better position against an enemy. Roll +Charm (intuit intentions) or +Sharp (situational awareness):", + "On a 12+, if you’ve advanced this move, you’re where you want to be without attracting undue attention. Take +1 forward, or give +1 forward to an ally. You may make a flanking strike while in this position.": "On a 12+, if you’ve advanced this move, you’re where you want to be without attracting undue attention. Take +1 forward, or give +1 forward to an ally. You may make a flanking strike while in this position.", + "On a 10+, you’re where you want to be without attracting undue attention. You may make a flanking strike while in this position.": "On a 10+, you’re where you want to be without attracting undue attention. You may make a flanking strike while in this position.", + "On a 7–9, you’re where you want to be.": "On a 7–9, you’re where you want to be.", + "On a 6–, an enemy stops you getting where you want to be.": "On a 6–, an enemy stops you getting where you want to be.", + "Quick First Aid": "Quick First Aid", + "Use this to aid an injured ally. If they’re unstable, clear it. Otherwise, they clear 1 harm.": "Use this to aid an injured ally. If they’re unstable, clear it. Otherwise, they clear 1 harm.", + "Reckless Strike": "Reckless Strike", + "Use this move to inflict extreme harm on an enemy, whatever the cost. Roll +Tough (purely physical) or +Weird (magically enhanced):": "Use this move to inflict extreme harm on an enemy, whatever the cost. Roll +Tough (purely physical) or +Weird (magically enhanced):", + "On a 12+, if you’ve advanced this move, inflict critical harm (+2) as per your attack and take +1 forward.": "On a 12+, if you’ve advanced this move, inflict critical harm (+2) as per your attack and take +1 forward.", + "On a 10–12, inflict critical harm (+2) as per your attack and take +1 forward. An enemy gets the opportunity to hit you back.": "On a 10–12, inflict critical harm (+2) as per your attack and take +1 forward. An enemy gets the opportunity to hit you back.", + "On a 7–9, inflict terrible harm (+1) as per your attack. An enemy gets the opportunity to hit you back for terrible harm (+1).": "On a 7–9, inflict terrible harm (+1) as per your attack. An enemy gets the opportunity to hit you back for terrible harm (+1).", + "On a 6–, suffer critical harm (+2) from an enemy’s counterattack.": "On a 6–, suffer critical harm (+2) from an enemy’s counterattack.", + "Restrain": "Restrain", + "Use this move to disarm or pin an enemy. Roll +Tough (pin) or +Cool (disarm):": "Use this move to disarm or pin an enemy. Roll +Tough (pin) or +Cool (disarm):", + "On a 12+, if you’ve advanced this move, pick three restrain options.": "On a 12+, if you’ve advanced this move, pick three restrain options.", + "On a 10+, pick two restrain options.": "On a 10+, pick two restrain options.", + "On a 7–9, pick one restrain option, and the enemy gets a shot at you in the process.": "On a 7–9, pick one restrain option, and the enemy gets a shot at you in the process.", + "On a 6–, suffer harm from the enemy’s attack.": "On a 6–, suffer harm from the enemy’s attack.", + "Restrain options:": "Restrain options:", + "(Counts as two picks) Fully restrain a humanoid foe, or fully restrain three limbs of anything else. These limbs cannot attack or move.": "(Counts as two picks) Fully restrain a humanoid foe, or fully restrain three limbs of anything else. These limbs cannot attack or move.", + "Fully restrain one limb. That limb cannot attack or move.": "Fully restrain one limb. That limb cannot attack or move.", + "Hold your enemy in place.": "Hold your enemy in place.", + "Throw or trip your enemy.": "Throw or trip your enemy.", + "Disarm your enemy. One item is dropped, thrown, or in your hand.": "Disarm your enemy. One item is dropped, thrown, or in your hand.", + "Setup Combo": "Setup Combo", + "Use this move to prepare an ally for a stronger strike. Roll +Charm:": "Use this move to prepare an ally for a stronger strike. Roll +Charm:", + "On a 12+, if you’ve advanced this move, your ally gets +1 forward to strike, and +1 harm when they do it. You may add your attack’s harm when they strike.": "On a 12+, if you’ve advanced this move, your ally gets +1 forward to strike, and +1 harm when they do it. You may add your attack’s harm when they strike.", + "On a 10+, your ally gets +1 forward to strike. You may add your attack’s harm when they strike.": "On a 10+, your ally gets +1 forward to strike. You may add your attack’s harm when they strike.", + "On a 7–9, your ally gets +1 forward to strike.": "On a 7–9, your ally gets +1 forward to strike.", + "On a 6–, you suffer harm from an enemy’s attack.": "On a 6–, you suffer harm from an enemy’s attack.", + "Zoomed-Out Combat": "Zoomed-Out Combat", + "These moves allow you to resolve a combat quickly, with only one roll per hunter. Action is resolved in a back-and-forth of hold spends. (From Mystic Marginalia, pages 104-106)": "These moves allow you to resolve a combat quickly, with only one roll per hunter. Action is resolved in a back-and-forth of hold spends. (From Mystic Marginalia, pages 104-106)", + "Setup": "Setup", + "Hunters pick which rating to roll. Tough is the default, but hunters with specific moves may swap for a different rating.You can always use +Tough.You can use +Weird if you have mystical moves that are useful in a fight.You can use +Cool if you have moves that support the team in a fight.You can use +Sharp if you have moves that give you greater combat awareness.If your hunter has reached their advanced improvements, take +1 forward.If your hunter has 2 or more points of armour and/or harm mitigation moves, take +1 forward.If one side ambushed the other, they start with +2 hold.": "Hunters pick which rating to roll. Tough is the default, but hunters with specific moves may swap for a different rating.

If your hunter has reached their advanced improvements, take +1 forward.

If your hunter has 2 or more points of armour and/or harm mitigation moves, take +1 forward.

If one side ambushed the other, they start with +2 hold.

", + "Keeper Hold": "Keeper Hold", + "The Keeper starts with hold based on the danger level of all enemies involved in the fight, plus a bonus if the hunters are outnumbered. Refer to the following table for the hold total:": "The Keeper starts with hold based on the danger level of all enemies involved in the fight, plus a bonus if the hunters are outnumbered. Refer to the following table for the hold total:", + "Danger Level": "Danger Level", + "Starting Hold": "Starting Hold", + "Minor": "Minor", + "Moderate": "Moderate", + "Typical": "Typical", + "Serious": "Serious", + "Deadly": "Deadly", + "Nigh Impossible": "Nigh Impossible", + "Hunters outnumbered": "Hunters outnumbered", + "Hunters highly outnumbered": "Hunters highly outnumbered", + "For example, if the hunters are up against:A serious vampire (3) with three typical dhampir minions (2 each), the Keeper holds 9. If less than four hunters, the Keeper gets +1 hold.A moderate swarm of zombie rats (1, +2 for highly outnumbering the hunters), the Keeper holds 3.": "For example, if the hunters are up against:", + "Hunters Roll": "Hunters Roll", + "Every hunter makes their roll:On a 12+, hold 3.On a 10–11, hold 2.On a 7–9, hold 1 and the Keeper gets +1 hold.On a 6–, hold 1 and the Keeper gets +2 hold.": "Every hunter makes their roll:", + "Resolution": "Resolution", + "Now take turns, first a hunter spending a hold, then the Keeper, back and forth. Once each combatant has taken a turn, they can’t act again until all other fighters on their side—with hold left—have taken a turn as well.": "Now take turns, first a hunter spending a hold, then the Keeper, back and forth. Once each combatant has taken a turn, they can’t act again until all other fighters on their side—with hold left—have taken a turn as well.", + "Don’t overthink it! The whole point of zoomed-out combat is to resolve the scene quickly. If you can’t decide, default to inflicting harm with an attack or defeating a minion.": "Don’t overthink it! The whole point of zoomed-out combat is to resolve the scene quickly. If you can’t decide, default to inflicting harm with an attack or defeating a minion.", + "Hunters may spend 1 hold to:": "Hunters may spend 1 hold to:", + "Inflict harm on a monster or villain using one of their attacks.": "Inflict harm on a monster or villain using one of their attacks.", + "Defeat one regular minion.": "Defeat one regular minion.", + "Spend 2 hold: Defeat a tough minion. Two hunters may each contribute hold.": "Spend 2 hold: Defeat a tough minion. Two hunters may each contribute hold.", + "Defeat two weak minions, or a swarm of individually trivial minions.": "Defeat two weak minions, or a swarm of individually trivial minions.", + "Apply a weakness (if appropriate for a fight scene).": "Apply a weakness (if appropriate for a fight scene).", + "Reduce a hunter’s harm suffered by 2.": "Reduce a hunter’s harm suffered by 2.", + "Get a bystander to safety.": "Get a bystander to safety.", + "Have a hunter escape the fight.": "Have a hunter escape the fight.", + "Neutralise one aspect of a nefarious plot (interfere with a ritual, break a device, etc.).": "Neutralise one aspect of a nefarious plot (interfere with a ritual, break a device, etc.).", + "Use a move that isn’t directly about fighting.": "Use a move that isn’t directly about fighting.", + "Make some other useful action or maneuver, with group agreement.": "Make some other useful action or maneuver, with group agreement.", + "The Keeper may spend 1 hold to:": "The Keeper may spend 1 hold to:", + "Inflict harm on a hunter using an attack from any threat in the fight.": "Inflict harm on a hunter using an attack from any threat in the fight.", + "Kill (or otherwise take out) a bystander.": "Kill (or otherwise take out) a bystander.", + "A monster, minion, phenomenon, or villain uses a power.": "A monster, minion, phenomenon, or villain uses a power.", + "A monster, minion, or villain escapes the fight. For the main threat of the mystery, this costs 1 hold per active hunter (hunters who have escaped or are out of action don’t count).": "A monster, minion, or villain escapes the fight. For the main threat of the mystery, this costs 1 hold per active hunter (hunters who have escaped or are out of action don’t count).", + "Inflict massive collateral damage.": "Inflict massive collateral damage.", + "Advance a nefarious plot (next step of ritual, activate a device, etc.).": "Advance a nefarious plot (next step of ritual, activate a device, etc.).", + "Aftermath": "Aftermath", + "Once all hold is spent, the fight is over. If both sides have survivors, the Keeper decides if:": "Once all hold is spent, the fight is over. If both sides have survivors, the Keeper decides if:", + "The hunters finish off any remaining monsters, minions, and villains. This is the default if the hunters managed to deal with most of their enemies.": "The hunters finish off any remaining monsters, minions, and villains. This is the default if the hunters managed to deal with most of their enemies.", + "The hunters retreat. Use this when the enemies end up in a stronger position.": "The hunters retreat. Use this when the enemies end up in a stronger position.", + "The monsters, minions, and villains retreat. Use this when the hunters end up in a stronger position.": "The monsters, minions, and villains retreat. Use this when the hunters end up in a stronger position.", + "Both sides disengage and retreat.": "Both sides disengage and retreat.", "Ancestral Favour": "Ancestral Favour", "When you spend a point of Ancestral Favour, pick one:Decrease a wound you have suffered to 0 harm.After you roll, retroactively change the result to a 12.When you have no favour left, bad things will happen to you.Ancestral Favour may be restored when spent. To restore a point, you must do something that the ancestral spirits and spirits of your community regard as a major achievement. Usually this means success in a mystery that’s of special interest to the spirits, but you may also speak to a spirit and ask them for a quest to restore an Ancestral Favour.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.": "

When you spend a point of Ancestral Favour, pick one:

When you have no favour left, bad things will happen to you.

Ancestral Favour may be restored when spent. To restore a point, you must do something that the ancestral spirits and spirits of your community regard as a major achievement. Usually this means success in a mystery that’s of special interest to the spirits, but you may also speak to a spirit and ask them for a quest to restore an Ancestral Favour.

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.", "Talking to Monsters and Other Things": "Talking to Monsters and Other Things", @@ -1958,6 +2131,10 @@ "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. For use with the Wait, Monsters Are Real? toolkit.", + "The Abandoned": "The Abandoned", + "You were left alone, and the efforts it took to survive being alone in the world has shaped or changed who you are.": "You were left alone, and the efforts it took to survive being alone in the world has shaped or changed who you are.", + "The Elemental": "The Elemental", + "Elementals are not human and do not (usually) have a life outside of mysteries. Elementals are simply there when the mystery begins. These hunters start more powerful than most, but have limited options to improve or change. This makes them suitable for one-shot or short-term games, or for players who are likely to miss sessions. Elementals are often assigned in pairs. Unlike most playbooks, you may create two Elemental hunters on the same team.": "Elementals are not human and do not (usually) have a life outside of mysteries. Elementals are simply there when the mystery begins. These hunters start more powerful than most, but have limited options to improve or change. This makes them suitable for one-shot or short-term games, or for players who are likely to miss sessions. Elementals are often assigned in pairs. Unlike most playbooks, you may create two Elemental hunters on the same team.", "Breeder (motivation: to give birth to, bring forth, or create evil)": "Breeder (motivation: to give birth to, bring forth, or create evil)", "Cleanser (motivation: to eradicate humans)": "Cleanser (motivation: to eradicate humans)", "Collector (motivation: to steal things and keep them for itself)": "Collector (motivation: to steal things and keep them for itself)", @@ -2094,6 +2271,7 @@ "Radio Station: Staff of a local radio station who find themselves often receiving calls about dark forces. Examples: The Deb of Night from Vampire the Masquerade: Bloodlines or Welcome to Nightvale.": "Radio Station: Staff of a local radio station who find themselves often receiving calls about dark forces. Examples: The Deb of Night from Vampire the Masquerade: Bloodlines or Welcome to Nightvale.", "Research Lab: Plucky staff at an advanced research facility. Examples: Eureka or the SCP Foundation.": "Research Lab: Plucky staff at an advanced research facility. Examples: Eureka or the SCP Foundation.", "Swipe to Slay: Users of an app that promised money in exchange for hunting monsters and ghosts. Examples: Phasmophobia or Lockwood & Co.": "Swipe to Slay: Users of an app that promised money in exchange for hunting monsters and ghosts. Examples: Phasmophobia or Lockwood & Co.", + "Passing the Torch: This team playbook represents experienced hunters mentoring new ones. It’s always used with the ensemble teams rules from Mystic Marginalia.": "Passing the Torch: This team playbook represents experienced hunters mentoring new ones. It’s always used with the ensemble teams rules from Mystic Marginalia.", "A shell so you can build out your own custom team.": "A shell so you can build out your own custom team.", "Getting Started": "Getting Started", "Decide who you all are.": "Decide who you all are.", @@ -2146,6 +2324,9 @@ "Join the group message server and brainstorm.": "Join the group message server and brainstorm.", "Create the app.": "Create the app.", "Download the app and take a gig.": "Download the app and take a gig.", + "Pick your style (and associated advancement question).": "Pick your style (and associated advancement question).", + "Train and learn, as duty might call at any time.": "Train and learn, as duty might call at any time.", + "Each player creates two hunters, one experienced and one fresh. It follows the rules of ensemble teams with the following modifications:The experienced hunter chooses three improvements right away, but starts with only 1 Luck left.The fresh hunter starts with 7 Luck, like a normal hunter.": "Each player creates two hunters, one experienced and one fresh. It follows the rules of ensemble teams with the following modifications:

", "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.", @@ -2631,6 +2812,11 @@ "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Lessons to Remember: Once per mystery, each experienced hunter can narrate a brief flashback of them teaching or showing something to the fresh hunters, and hold 2. Any fresh hunter can spend 1 to get +1 forward to any roll.": "Lessons to Remember: Once per mystery, each experienced hunter can narrate a brief flashback of them teaching or showing something to the fresh hunters, and hold 2. Any fresh hunter can spend 1 to get +1 forward to any roll.", + "Learning by Teaching: Each fresh hunter takes a move from one of the experienced hunters’ playbooks, and each experienced hunter takes a move from one of the fresh hunters’ playbooks.": "Learning by Teaching: Each fresh hunter takes a move from one of the experienced hunters’ playbooks, and each experienced hunter takes a move from one of the fresh hunters’ playbooks.", + "Sins of My Past: One experienced hunter can state a wrong they did, or a thing they regret, and write it down. While this thing is written, the Keeper should introduce its nasty consequences when any hunter fails a move or spends Luck. Add “Did we compensate for the sin of the past” to your team’s end of mystery questions; if yes, the team gets an extra experience point; if yes (and it came up a lot) the team gets two extra experience and crosses out the sin. Once a sin is resolved, another experienced hunter can state their sin at the beginning of the next mystery.": "Sins of My Past: One experienced hunter can state a wrong they did, or a thing they regret, and write it down. While this thing is written, the Keeper should introduce its nasty consequences when any hunter fails a move or spends Luck. Add “Did we compensate for the sin of the past” to your team’s end of mystery questions; if yes, the team gets an extra experience point; if yes (and it came up a lot) the team gets two extra experience and crosses out the sin. Once a sin is resolved, another experienced hunter can state their sin at the beginning of the next mystery.", + "Precious Youth: When an experienced hunter becomes unstable, they get +1 ongoing to help out and protect all fresh hunters. When a fresh hunter becomes unstable, all experienced hunters get +1 ongoing to help out and protect them.": "Precious Youth: When an experienced hunter becomes unstable, they get +1 ongoing to help out and protect all fresh hunters. When a fresh hunter becomes unstable, all experienced hunters get +1 ongoing to help out and protect them.", + "Forged in Rebellion: When a fresh hunter goes directly against an experienced hunter’s orders or advice, each hunter involved in this scene marks experience.": "Forged in Rebellion: When a fresh hunter goes directly against an experienced hunter’s orders or advice, each hunter involved in this scene marks experience.", "I’ll Get You through This: People often call you for help. When a team member guides a caller through a crisis on air, they can protect someone by rolling +Cool instead of +Tough and without having to be present.": "I’ll Get You through This: People often call you for help. When a team member guides a caller through a crisis on air, they can protect someone by rolling +Cool instead of +Tough and without having to be present.", "Don’t Touch that Dial: When a team member tries to guide a community with a public broadcast, roll +Charm. On a 10+, most of the audience acts in accordance with your safety instructions.On a 7–9, everyone follows your safety instructions, except for one person or group.On a miss, the Keeper chooses two for the audience:Some make horrible mistakes.Some suffer terrible harm.Some turn against you.": "Don’t Touch that Dial: When a team member tries to guide a community with a public broadcast, roll +Charm. ", "Our Next Caller: When a team member hosts a call-in show, they may investigate a mystery by talking to callers.": "Our Next Caller: When a team member hosts a call-in show, they may investigate a mystery by talking to callers.", @@ -2704,7 +2890,7 @@ "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d 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 (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s 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.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic 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.": "Mystical Workroom: 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.": "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.", "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 there’s time to fit in monster hunting around your hours.": "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 there’s 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.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", @@ -2906,12 +3092,18 @@ "Headquarters: You’ve taken over an abandoned commercial space to use as a central hub. It has room for all your gear and room to sleep.": "Headquarters: You’ve taken over an abandoned commercial space to use as a central hub. It has room for all your gear and room to sleep.", "Suspicious Housing: A creepy app-sponsored dorm that gives the hunters a place to stay, but you’re certain they’re watching you.": "Suspicious Housing: A creepy app-sponsored dorm that gives the hunters a place to stay, but you’re certain they’re watching you.", "Order History: The team has easy access to extensively detailed reports of any job done through the app.": "Order History: The team has easy access to extensively detailed reports of any job done through the app.", + "Team Life Alert: Technological or magical devices making all hunters aware when one of them becomes unstable.": "Team Life Alert: Technological or magical devices making all hunters aware when one of them becomes unstable.", + "Memoirs and Memorabilia: From earlier generations of hunters. When browsing them, add “How does it resemble my predecessors’ experiences?” to the list of investigate a mystery questions.": "Memoirs and Memorabilia: From earlier generations of hunters. When browsing them, add “How does it resemble my predecessors’ experiences?” to the list of investigate a mystery questions.", + "Training Facilities: Includes rooms dedicated to all hunters’ specialities.": "Training Facilities: Includes rooms dedicated to all hunters’ specialities.", + "Armoury of Old Hunting Gear: Allows each hunter to start each mystery with one extra weapon from one of the experienced hunters’ playbooks.": "Armoury of Old Hunting Gear: Allows each hunter to start each mystery with one extra weapon from one of the experienced hunters’ playbooks.", "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:", "Gain a new team move.": "Gain a new team move.", "Gain a new team ally.": "Gain a new team ally.", "Gain two new asset selections.": "Gain two new asset selections.", + "Clear two Luck boxes for all experienced hunters. This option can be chosen only once.": "Clear two Luck boxes for all experienced hunters. This option can be chosen only once.", + "Increase one rating of each fresh hunter by 1 (maximum +3). This option can be chosen only once.": "Increase one rating of each fresh hunter by 1 (maximum +3). This option can be chosen only once.", "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.", @@ -3037,6 +3229,9 @@ "Already Doing It: You’re hunters with or without the app, but it provides more support. At the end of each session, ask: “Did the app help us save or protect someone?”": "Already Doing It: You’re hunters with or without the app, but it provides more support. At the end of each session, ask: “Did the app help us save or protect someone?”", "Can’t Escape: From the moment you opened it, it became impossible to escape from the app. At the end of each session, ask: “Did we learn something new about the app?”": "Can’t Escape: From the moment you opened it, it became impossible to escape from the app. At the end of each session, ask: “Did we learn something new about the app?”", "Fight the Power: The app provides independent monster hunters a chance to go up against the established system. At the end of each session, ask: “Did we stick it to the big, evil, monster hunting corporations?”": "Fight the Power: The app provides independent monster hunters a chance to go up against the established system. At the end of each session, ask: “Did we stick it to the big, evil, monster hunting corporations?”", + "Tradition: You come from, or were introduced into, a long tradition of monster hunters and paranormal investigators. At the end of each session, ask: “Did we prove ourselves worthy of our predecessors?”": "Tradition: You come from, or were introduced into, a long tradition of monster hunters and paranormal investigators. At the end of each session, ask: “Did we prove ourselves worthy of our predecessors?”", + "Prodigies: The fresh hunters are extraordinary, with potential unseen in the supernatural community for many generations, and that’s why they need mentoring. At the end of each session, ask: “Did we do something that seemed impossible?”": "Prodigies: The fresh hunters are extraordinary, with potential unseen in the supernatural community for many generations, and that’s why they need mentoring. At the end of each session, ask: “Did we do something that seemed impossible?”", + "Wind of Change: You believe the way humans combat monsters and supernatural phenomena has to change. At the end of each session, ask: “Did we change the way hunters operate, or demonstrate a better way to solve a mystery?”": "Wind of Change: You believe the way humans combat monsters and supernatural phenomena has to change. At the end of each session, ask: “Did we change the way hunters operate, or demonstrate a better way to solve a mystery?”", "Enemies": "Enemies", "Pick an enemy for your team:": "Pick an enemy for your team:", "General Grox, alien warlord.": "General Grox, alien warlord.", @@ -3184,6 +3379,11 @@ "The app itself. It has nefarious, hidden purposes.": "The app itself. It has nefarious, hidden purposes.", "An ancient prophecy speaks of the end of the world, connected to glowing crystal rectangles.": "An ancient prophecy speaks of the end of the world, connected to glowing crystal rectangles.", "Saunders Enterprises, a corporation seeking to collect and control the supernatural.": "Saunders Enterprises, a corporation seeking to collect and control the supernatural.", + "Count Dracula, the arch nemesis of experienced hunters, returning decade after decade.": "Count Dracula, the arch nemesis of experienced hunters, returning decade after decade.", + "All the werewolves, always trying to infect fresh hunters with lycanthropy.": "All the werewolves, always trying to infect fresh hunters with lycanthropy.", + "Umberto Viaglio, an ancient sorcerer wanting to make all monster hunters his minions.": "Umberto Viaglio, an ancient sorcerer wanting to make all monster hunters his minions.", + "Koschei the Deathless, an eternal archfey tempting experienced hunters with immortality.": "Koschei the Deathless, an eternal archfey tempting experienced hunters with immortality.", + "Hunter Registry Bureau (HRB), a secret government agency wanting to track, control, and regulate all monster hunters closely, and decide who you can take as apprentices.": "Hunter Registry Bureau (HRB), a secret government agency wanting to track, control, and regulate all monster hunters closely, and decide who you can take as apprentices.", "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.", @@ -3349,8 +3549,14 @@ "Brother W. Adisu, a big priest with a gentle soul. Provides grounded advice both practical and ethical.": "Brother W. Adisu, a big priest with a gentle soul. Provides grounded advice both practical and ethical.", "Sketch and Sykoking, another hunting team on the app who sometimes reach out to compare notes.": "Sketch and Sykoking, another hunting team on the app who sometimes reach out to compare notes.", "Frank Keep, a computer security specialist who has been digging into the app and has concerns.": "Frank Keep, a computer security specialist who has been digging into the app and has concerns.", + "Ray, a white-hat hacker. They keep all of you constantly in touch.": "Ray, a white-hat hacker. They keep all of you constantly in touch.", + "Miss Tamun, who used to hunt with you, but can no longer bear the strain for long. Instead, she maintains your facilities and gathers rumours.": "Miss Tamun, who used to hunt with you, but can no longer bear the strain for long. Instead, she maintains your facilities and gathers rumours.", + "Abraham van Helsing, once a famous vampire hunter, now the guardian ghost of a library you like to meet in. Knows a lot about monsters, but parts of his knowledge are outdated or biased.": "Abraham van Helsing, once a famous vampire hunter, now the guardian ghost of a library you like to meet in. Knows a lot about monsters, but parts of his knowledge are outdated or biased.", + "Oldtimer Pub, an ally team. A group of ex-hunters who generally don’t want to have anything to do with this stuff anymore, but you sometimes manage to ask them for advice.": "Oldtimer Pub, an ally team. A group of ex-hunters who generally don’t want to have anything to do with this stuff anymore, but you sometimes manage to ask them for advice.", + "Those in the Know, a self-help group for people aware of magic and monsters, an ally team. You advise and sometimes protect them, they share what they know with you, and direct some potential new hunters to you.": "Those in the Know, a self-help group for people aware of magic and monsters, an ally team. You advise and sometimes protect them, they share what they know with you, and direct some potential new hunters to you.", "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.", + "Luck and chance have no hold over you. You have no Luck, cannot spend it, and cannot become Doomed.": "Luck and chance have no hold over you. You have no Luck, cannot spend it, and cannot become Doomed.", "Mark Ancestral Favour to change a roll to a 12 or to avoid all harm from an injury. When you mark Favour, you trigger your playbook's Favour Special.Ancestral Favour replaces Luck in Bone Spear. Anything else that would normally apply to Luck (such as an improvement that erases a Luck mark or a move referring to Luck) applies the same to Ancestral Favour.": "

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

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

Mark 1 Luck to change a roll to 12 or avoid all harm from one event.", @@ -3376,20 +3582,30 @@ "When you spend a point of Luck, something upsets the balance between you and your symbiote, such as a strange medical condition or new demands.": "When you spend a point of Luck, something upsets the balance between you and your symbiote, such as a strange medical condition or new demands.", "When you spend a point of Luck, you get a chance to gain either a significant social connection or incredible piece of tech.": "When you spend a point of Luck, you get a chance to gain either a significant social connection or incredible piece of tech.", "When you spend a point of Luck, you learn about another culture or someone else learns about your culture. This could be good or bad.": "When you spend a point of Luck, you learn about another culture or someone else learns about your culture. This could be good or bad.", + "When you mark a Luck, you find something or someone you thought was lost forever, or someone or something you hoped you’d never see again.": "When you mark a Luck, you find something or someone you thought was lost forever, or someone or something you hoped you’d never see again.", + "Whenever you make an honest emotional connection with a mortal, another hunter may mark experience.": "Whenever you make an honest emotional connection with a mortal, another hunter may mark experience.", + "Eject": "Eject", "Wounds": "Wounds", "If you’re tracking wounds, track them here.": "If you’re tracking wounds, track them here.", + "When you suffer harm, mark the number of boxes equal to harm suffered. You don’t become unstable.": "When you suffer harm, mark the number of boxes equal to harm suffered. You don’t become unstable.", + "When harm causes you to de-materialise, you’re ejected from the universe. You return a matter of hours, the Keeper decides exactly when.": "When harm causes you to de-materialise, you’re ejected from the universe. You return a matter of hours, the Keeper decides exactly when.", + "Mark Experience when a roll totals 6 or less; or when a move tells you to do so.": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so.", + "Once you have filled all ten boxes, uncheck them and choose an improvement.": "Once you have filled all ten boxes, uncheck them and choose an improvement.", "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:

", "Levelling Up": "Levelling Up", "When you’ve filled all five experience boxes, you level up. Erase all experience marks, pick an improvement, and mark a level gained here.": "When you’ve filled all five experience boxes, you level up. Erase all experience marks, pick an improvement, and mark a level gained here.", "Improvements": "Improvements", "You may select each as many times as appropriate.Get +1 to a rating. The maximum you can have are a +2, two +1, a 0, and a -1.Gain an improved survivor move.Find a useful tool or weapon.Gain a Luck box, to be spent in the future. Maximum is 7 Luck boxes.Heal 1 harm and clear “unstable.”": "You may select each as many times as appropriate.", + "When you have filled all 10 experience boxes, you level up. Erase the marks and pick an improvement from the following list.": "When you have filled all 10 experience boxes, you level up. Erase the marks and pick an improvement from the following list.", "I find a clear, but maybe difficult, way to break my curse": "I find a clear, but maybe difficult, way to break my curse", + "Abandoned": "Abandoned", "Action Scientist": "Action Scientist", "Celebrity": "Celebrity", "Changeling": "Changeling", "Covenant": "Covenant", "Loner": "Loner", "Spirit-Touched": "Spirit-Touched", + "Elemental": "Elemental", "Envoy": "Envoy", "Lore-Holder": "Lore-Holder", "Forged": "Forged", @@ -3405,6 +3621,7 @@ "Your Overseers provide bodyguards. You gain an ally or ally team. Choose their type: mortal operatives, invisible spirits, high-tech drones, or something else.": "Your Overseers provide bodyguards. You gain an ally or ally team. Choose their type: mortal operatives, invisible spirits, high-tech drones, or something else.", "Gain an ally, either another with a symbiote like yours or someone who helps you manage the condition": "Gain an ally, either another with a symbiote like yours or someone who helps you manage the condition", "Gain an ally: alien, local animal, or local friend": "Gain an ally: alien, local animal, or local friend", + "Find someone like you who is alone in the world, and take them as an ally": "Find someone like you who is alone in the world, and take them as an ally", "a lesser spirit being": "a lesser spirit being", "Get a laboratory with staff, facilities, and instruments suited to your area of study": "Get a laboratory with staff, facilities, and instruments suited to your area of study", "Choose two topics of occult lore (such as fringe science, ghosts, aliens, or incantations) and take +1 ongoing when using fakelore on those topics": "Choose two topics of occult lore (such as fringe science, ghosts, aliens, or incantations) and take +1 ongoing when using fakelore on those topics", @@ -3419,6 +3636,7 @@ "Add an extra harm box to your harm track on the “Okay” side": "Add an extra harm box to your harm track on the “Okay” side", "Clear all corruption, without clearing consumed magics. Don’t erase the excess magics now, but you can’t gain more until you release some of them.": "Clear all corruption, without clearing consumed magics. Don’t erase the excess magics now, but you can’t gain more until you release some of them.", "Mark use magic (or your alternate Weird move) as advanced": "Mark use magic (or your alternate Weird move) as advanced", + "Reveal a new aspect of your elemental power. Define it as you did the first effect.": "Reveal a new aspect of your elemental power. Define it as you did the first effect.", "Pick a second resource item from the Envoy’s gear options": "Pick a second resource item from the Envoy’s gear options", "Change your Task to another option": "Change your Task to another option", "Pick another benefit for your weapon form": "Pick another benefit for your weapon form", @@ -3427,6 +3645,7 @@ "Gain another option from defensive adaptation": "Gain another option from defensive adaptation", "Add, remove, or change three tags on gear. May be distributed between multiple pieces of gear.": "Add, remove, or change three tags on gear. May be distributed between multiple pieces of gear.", "Repair the vehicle that brought you here so it can safely enter a vacuum and travel in space": "Repair the vehicle that brought you here so it can safely enter a vacuum and travel in space", + "After you have leveled up three times, you qualify for advanced improvements in addition to these, from the following list.": "After you have leveled up three times, you qualify for advanced improvements in addition to these, from the following list.", "I break my curse": "I break my curse", "This is my home now, and I’ll protect it. Change this hunter to a new playbook.": "This is my home now, and I’ll protect it. Change this hunter to a new playbook.", "Create a second hunter by symbiotic fission: they are either a non-human hunter or a symbiote bonded to another Host": "Create a second hunter by symbiotic fission: they are either a non-human hunter or a symbiote bonded to another Host", @@ -3436,6 +3655,8 @@ "Retire as an uploaded consciousness. Are you now a threat, an ally, or wholly disinterested in meatspace?": "Retire as an uploaded consciousness. Are you now a threat, an ally, or wholly disinterested in meatspace?", "Change the nature of your obligation. Select a new obligation from the normal options or (with the Keeper’s agreement) a new obligation of your own creation.": "Change the nature of your obligation. Select a new obligation from the normal options or (with the Keeper’s agreement) a new obligation of your own creation.", "Make a consumed magic into a permanent custom move (with the group’s agreement), then clear it.": "Make a consumed magic into a permanent custom move (with the group’s agreement), then clear it.", + "Get a haven like the Expert has, it is hidden and has two other options": "Get a haven like the Expert has, it is hidden and has two other options", + "The next mystery gives you the chance to resolve your abandonment": "The next mystery gives you the chance to resolve your abandonment", "Get +1 Cool, max +3": "Get +1 Cool, max +3", "New interest: add a second area of study": "New interest: add a second area of study", "Remove one Unknown Heritage tag. You’ve now integrated well enough to avoid issues.": "Remove one Unknown Heritage tag. You’ve now integrated well enough to avoid issues.", @@ -3809,6 +4030,33 @@ "To protect it": "To protect it", "What pulls you back home?": "What pulls you back home?", "Homesickness": "Homesickness", + "Abandonment": "Abandonment", + "Describe how you were abandoned and what survival skills you had to pick up to get through it.": "Describe how you were abandoned and what survival skills you had to pick up to get through it.", + "Sole Survivor: You were left to survive in the wake of a monster attack. Gain +1 forward when you act under pressure to avoid a monster attack or protect someone from a monster attack. When you enter a location, you know if a monster or minion has been there recently.": "Sole Survivor: You were left to survive in the wake of a monster attack. Gain +1 forward when you act under pressure to avoid a monster attack or protect someone from a monster attack. When you enter a location, you know if a monster or minion has been there recently.", + "Urchin: You’ve lived on the streets for as long as you can remember. When you investigate a mystery on entering a new location, you can ask “Is this a safe place to hole up?” in addition to your normal questions. You gain +1 ongoing when palming objects or performing childish pranks.": "Urchin: You’ve lived on the streets for as long as you can remember. When you investigate a mystery on entering a new location, you can ask “Is this a safe place to hole up?” in addition to your normal questions. You gain +1 ongoing when palming objects or performing childish pranks.", + "Lost in the System: You faced a childhood of compassionless guardianship. You always know when someone is masking their true intentions, but not necessarily what those intentions are.": "Lost in the System: You faced a childhood of compassionless guardianship. You always know when someone is masking their true intentions, but not necessarily what those intentions are.", + "Exploited Heir: Your parents left you an inheritance someone wanted to control. Whenever you investigate a mystery, you can add the following questions to those you can choose. “Who has the most power in this relationship?”“What is _______ getting out of this situation?”": "Exploited Heir: Your parents left you an inheritance someone wanted to control. Whenever you investigate a mystery, you can add the following questions to those you can choose. ", + "Neglected: Your guardians were there, but might as well not have been, and you’re used to organizing things yourself. Once per session, you may use trust your gut to get a sense of priorities. If trust your gut is your basic weird move, you may instead use tradecraft.": "Neglected: Your guardians were there, but might as well not have been, and you’re used to organizing things yourself. Once per session, you may use trust your gut to get a sense of priorities. If trust your gut is your basic weird move, you may instead use tradecraft.", + "Stolen Away: You were drawn into a strange world as a child. You may use Weird to read a bad situation. If you do so, add “Is there any hidden wonder?” to the list of questions you can choose.": "Stolen Away: You were drawn into a strange world as a child. You may use Weird to read a bad situation. If you do so, add “Is there any hidden wonder?” to the list of questions you can choose.", + "Castaway: An accident left you stranded far from civilisation. You take +1 ongoing to act under pressure when dealing with environmental hazards. You always know if something is safe to eat or drink, even if a contaminant is normally invisible.": "Castaway: An accident left you stranded far from civilisation. You take +1 ongoing to act under pressure when dealing with environmental hazards. You always know if something is safe to eat or drink, even if a contaminant is normally invisible.", + "Elemental Power": "Elemental Power", + "Pick an element or mineral you embody, such as: Gold, Lead, Obsidian, Sapphire, Steel.": "Pick an element or mineral you embody, such as: Gold, Lead, Obsidian, Sapphire, Steel.", + "I am": "I am", + "You have a specific power with a thematic tie to your element. Decide on a theme, such as: gold: warmth, lead: mass, obsidian: cutting, sapphire: time, steel: cold.": "You have a specific power with a thematic tie to your element. Decide on a theme, such as: gold: warmth, lead: mass, obsidian: cutting, sapphire: time, steel: cold.", + "My elemental power is:": "My elemental power is:", + "Your elemental power might allow you to, as long as it applies:": "Your elemental power might allow you to, as long as it applies:", + "Alter your surroundings. Such as: add warmth, alter the flow of time, make something lighter.": "Alter your surroundings. Such as: add warmth, alter the flow of time, make something lighter.", + "Act in ways impossible for a human. Such as: lift something incredibly heavy, cut something uncuttable, experience what will happen in 10 minutes.": "Act in ways impossible for a human. Such as: lift something incredibly heavy, cut something uncuttable, experience what will happen in 10 minutes.", + "Resist any danger or harm from it. Such as: withstand deadly cold, be unaffected by a sword, be unchanged by a sequence of events.": "Resist any danger or harm from it. Such as: withstand deadly cold, be unaffected by a sword, be unchanged by a sequence of events.", + "Examples: cool something to absolute zero, turn metals to liquid, read the emotions from an object, make something much less dense, make something burst into flame.": "Examples: cool something to absolute zero, turn metals to liquid, read the emotions from an object, make something much less dense, make something burst into flame.", + "Get the group’s agreement for your elemental power’s effect.": "Get the group’s agreement for your elemental power’s effect.", + "Foe": "Foe", + "You work against an implacable foe that seeks to destroy or corrupt the multiverse. If you’re part of a team of Elementals, pick together (the foe hates all of you).": "You work against an implacable foe that seeks to destroy or corrupt the multiverse. If you’re part of a team of Elementals, pick together (the foe hates all of you).", + "My foe is (pick one):": "My foe is (pick one):", + "Ever-gnawing entropy.": "Ever-gnawing entropy.", + "Corruption that turns all to rot and failure.": "Corruption that turns all to rot and failure.", + "A group of rogue Elementals.": "A group of rogue Elementals.", + "Hostile entities from outside the universe.": "Hostile entities from outside the universe.", "SSK Org Tags": "SSK Org Tags", "Steampunk gadgets": "Steampunk gadgets", "Alchemical gadgets": "Alchemical gadgets", @@ -3871,6 +4119,8 @@ "Factionalised": "Factionalised", "Pick a Story": "Pick a Story", "Custom Story": "Custom Story", + "Abandoned: A Link to the Past": "Abandoned: A Link to the Past", + "Abandoned: History Repeats Itself": "Abandoned: History Repeats Itself", "Action Scientist: Uncanny Nemesis": "Action Scientist: Uncanny Nemesis", "Action Scientist: The Greater Good?": "Action Scientist: The Greater Good?", "Celebrity: The Fiendish Fan": "Celebrity: The Fiendish Fan", @@ -3887,6 +4137,8 @@ "Curse-Eater: The Curse on the World": "Curse-Eater: The Curse on the World", "Divine: The Fallen One": "Divine: The Fallen One", "Divine: Godhood": "Divine: Godhood", + "Elemental: The Poison Garden": "Elemental: The Poison Garden", + "Elemental: Stolen Moments": "Elemental: Stolen Moments", "Envoy: A Harsh Reflection": "Envoy: A Harsh Reflection", "Envoy: The Acquisition": "Envoy: The Acquisition", "Exile: Modern Life": "Exile: Modern Life", @@ -3972,6 +4224,68 @@ "Move 4 Description": "Move 4 Description", "Move 5 Name": "Move 5 Name", "Move 5 Description": "Move 5 Description", + "A Link to the Past": "A Link to the Past", + "Against all odds, the Abandoned has met someone or something from their past. This is someone who either had a part in their abandonment or knew them from before they were abandoned. In either case, they have brought old troubles back into the hunter’s life and possibly created new ones. The story is about your unresolved feelings about the people from your past and whether you will ultimately choose to move on with your life or get some closure from this fraught reunion.": "Against all odds, the Abandoned has met someone or something from their past. This is someone who either had a part in their abandonment or knew them from before they were abandoned. In either case, they have brought old troubles back into the hunter’s life and possibly created new ones. The story is about your unresolved feelings about the people from your past and whether you will ultimately choose to move on with your life or get some closure from this fraught reunion.", + "You have spent Luck recently.": "You have spent Luck recently.", + "You talked about someone from your past.": "You talked about someone from your past.", + "Choose who the Link is:": "Choose who the Link is:", + "A relative.": "A relative.", + "A friend.": "A friend.", + "A witness.": "A witness.", + "A creature.": "A creature.", + "A rival or enemy.": "A rival or enemy.", + "Choose the unresolved issue they have with you:": "Choose the unresolved issue they have with you:", + "They were complicit in your abandonment.": "They were complicit in your abandonment.", + "They’ve obsessed over your abandonment.": "They’ve obsessed over your abandonment.", + "They were blamed for your abandonment.": "They were blamed for your abandonment.", + "Your abandonment left them in danger.": "Your abandonment left them in danger.", + "They could have helped you but didn’t.": "They could have helped you but didn’t.", + "They’ve repressed thoughts about your abandonment.": "They’ve repressed thoughts about your abandonment.", + "Choose the new trouble they bring to your life:": "Choose the new trouble they bring to your life:", + "They want something from you: information, an object, or an act.": "They want something from you: information, an object, or an act.", + "They want to “rescue” you and go back to how things used to be.": "They want to “rescue” you and go back to how things used to be.", + "Something has targeted them and they need help.": "Something has targeted them and they need help.", + "They’re lying about something. Also choose what they claim to be reaching out for.": "They’re lying about something. Also choose what they claim to be reaching out for.", + "You and the Link spend significant time either talking about the past or actively avoiding talking about the past.": "You and the Link spend significant time either talking about the past or actively avoiding talking about the past.", + "You talk honestly with someone else about how you think of your past with the Link.": "You talk honestly with someone else about how you think of your past with the Link.", + "You or the Link does something to show how much things have changed.": "You or the Link does something to show how much things have changed.", + "You or the Link unintentionally puts the other in danger.": "You or the Link unintentionally puts the other in danger.", + "You and the Link come into major conflict.": "You and the Link come into major conflict.", + "History Repeats Itself": "History Repeats Itself", + "The Abandoned comes across another person who is at risk of finding themself alone in the world like the hunter once was. This story revolves around the hunter’s understanding of how valuable connection and family can be, and the hope to spare someone from the trauma they experienced. The situations they’re seeing may not be exactly the same as what happened to them and they definitely aren’t seeing all the information, but the risk of someone being left alone in the world is clear.": "The Abandoned comes across another person who is at risk of finding themself alone in the world like the hunter once was. This story revolves around the hunter’s understanding of how valuable connection and family can be, and the hope to spare someone from the trauma they experienced. The situations they’re seeing may not be exactly the same as what happened to them and they definitely aren’t seeing all the information, but the risk of someone being left alone in the world is clear.", + "The hunters meet someone who doesn’t value the life they have.": "The hunters meet someone who doesn’t value the life they have.", + "You wonder what life would be like if you weren’t abandoned.": "You wonder what life would be like if you weren’t abandoned.", + "Choose your Ward:": "Choose your Ward:", + "A teenager.": "A teenager.", + "A created being.": "A created being.", + "A bonded spirit.": "A bonded spirit.", + "The spirit of a place.": "The spirit of a place.", + "An exceptional animal.": "An exceptional animal.", + "A supernatural being.": "A supernatural being.", + "Choose your Risk:": "Choose your Risk:", + "A tragedy will occur, leaving the Ward isolated.": "A tragedy will occur, leaving the Ward isolated.", + "The Ward is going to run away from their home.": "The Ward is going to run away from their home.", + "A malevolent supernatural force wants the Ward for its own purposes.": "A malevolent supernatural force wants the Ward for its own purposes.", + "The Ward is a pawn of contention in a bitter argument, such as a divorce.": "The Ward is a pawn of contention in a bitter argument, such as a divorce.", + "A monster or phenomenon threatens to kill those around the Ward.": "A monster or phenomenon threatens to kill those around the Ward.", + "Choose how you learned about the situation:": "Choose how you learned about the situation:", + "You know and care about the Ward.": "You know and care about the Ward.", + "You saw signs of trouble and investigated.": "You saw signs of trouble and investigated.", + "You received a vision of future tragedy.": "You received a vision of future tragedy.", + "Someone came to you for advice or help.": "Someone came to you for advice or help.", + "You know the current guardian is in a dangerous situation or taking bigger risks.": "You know the current guardian is in a dangerous situation or taking bigger risks.", + "Choose one or two important people in the Ward’s life:": "Choose one or two important people in the Ward’s life:", + "The Ward’s parents or creators.": "The Ward’s parents or creators.", + "A member of the Ward’s extended family.": "A member of the Ward’s extended family.", + "A neighbourhood friend.": "A neighbourhood friend.", + "A coworker or school friend.": "A coworker or school friend.", + "An unrelated adult.": "An unrelated adult.", + "Spirits or other supernatural creatures.": "Spirits or other supernatural creatures.", + "The Ward opens up to you about their fears.": "The Ward opens up to you about their fears.", + "You confront the face of the Risk.": "You confront the face of the Risk.", + "You open up to the Ward about how it feels to be alone.": "You open up to the Ward about how it feels to be alone.", + "A potential or current guardian honestly opens up to you.": "A potential or current guardian honestly opens up to you.", + "The Ward is left significantly alone and at risk.": "The Ward is left significantly alone and at risk.", "Uncanny Nemesis": "Uncanny Nemesis", "This story centres on a strange enemy who has decided to work against the Action Scientist. This might be due to an old rivalry, because their goals are totally at odds, or some combination of both. This story tends to add a bit of lighthearted chaos to the game. However, an Uncanny Nemesis is still very dangerous.": "This story centres on a strange enemy who has decided to work against the Action Scientist. This might be due to an old rivalry, because their goals are totally at odds, or some combination of both. This story tends to add a bit of lighthearted chaos to the game. However, an Uncanny Nemesis is still very dangerous.", "You encounter an alternate timeline, dimension, or effect allowing the Uncanny Nemesis into the world.": "You encounter an alternate timeline, dimension, or effect allowing the Uncanny Nemesis into the world.", @@ -4431,6 +4745,55 @@ "You act like a god, despite it contradicting your morals and convictions.": "You act like a god, despite it contradicting your morals and convictions.", "You attack, belittle, or ridicule the beliefs of your worshippers.": "You attack, belittle, or ridicule the beliefs of your worshippers.", "You treat other hunters differently because you’re a god.": "You treat other hunters differently because you’re a god.", + "The Poison Garden": "The Poison Garden", + "In this story, the Elemental’s Foe attempts to trap them, so the Elemental is cut off from its power and unable to work against the Foe any longer. The story will steadily build towards the final closing of the Trap, and then you’ll discover if the hunter evaded it or not. This story will emphasise the efforts your Foe puts into messing with you (and any other Elementals on the team). If you have multiple Elementals on your team, you may choose to collectively go through this story—if you do, answer the hunter choices together. Each of you chooses your resolution individually (and not necessarily at the same time).": "In this story, the Elemental’s Foe attempts to trap them, so the Elemental is cut off from its power and unable to work against the Foe any longer. The story will steadily build towards the final closing of the Trap, and then you’ll discover if the hunter evaded it or not. This story will emphasise the efforts your Foe puts into messing with you (and any other Elementals on the team). If you have multiple Elementals on your team, you may choose to collectively go through this story—if you do, answer the hunter choices together. Each of you chooses your resolution individually (and not necessarily at the same time).", + "You encounter one of your Foe’s plots in the course of a mystery.": "You encounter one of your Foe’s plots in the course of a mystery.", + "You wonder what your Foe is up to.": "You wonder what your Foe is up to.", + "Choose why your Foe is making the effort to neutralise you now:": "Choose why your Foe is making the effort to neutralise you now:", + "A confluence of cosmic events.": "A confluence of cosmic events.", + "You made a mistake that gave them an opening.": "You made a mistake that gave them an opening.", + "Their other plans are coming to fruition and they need you out of the way.": "Their other plans are coming to fruition and they need you out of the way.", + "A mortal did something that provided the means.": "A mortal did something that provided the means.", + "Choose why the other Elementals (those not on the team) can’t help:": "Choose why the other Elementals (those not on the team) can’t help:", + "They don’t believe it’s happening.": "They don’t believe it’s happening.", + "You’ve been isolated from them somehow.": "You’ve been isolated from them somehow.", + "When you tell them, it’s as if they don’t hear you and don’t realise they missed it.": "When you tell them, it’s as if they don’t hear you and don’t realise they missed it.", + "It’s odd. For normal missions they’re there, but when working against the Foe, they’re unavailable.": "It’s odd. For normal missions they’re there, but when working against the Foe, they’re unavailable.", + "Choose how you expect your Foe to take you down:": "Choose how you expect your Foe to take you down:", + "Lure you into a pocket dimension with no escape.": "Lure you into a pocket dimension with no escape.", + "Eliminate your powers, so you’re just like a regular mortal.": "Eliminate your powers, so you’re just like a regular mortal.", + "Unleash a cosmic horror to destroy you.": "Unleash a cosmic horror to destroy you.", + "Trap you in a doomed timeline, where the multiverse is collapsing.": "Trap you in a doomed timeline, where the multiverse is collapsing.", + "You encounter your Foe’s machinations.": "You encounter your Foe’s machinations.", + "You investigate what your Foe is planning.": "You investigate what your Foe is planning.", + "You knowingly enter a situation where your Foe has influence.": "You knowingly enter a situation where your Foe has influence.", + "You discuss your fears about your Foe.": "You discuss your fears about your Foe.", + "You encounter a situation in which a bystander is being hunted or imprisoned.": "You encounter a situation in which a bystander is being hunted or imprisoned.", + "Stolen Moments": "Stolen Moments", + "This hunter story has the Elemental trying out life as a regular mortal to maintain a relationship. How do they get on doing the things regular people do? What costs does this pursuit create?": "This hunter story has the Elemental trying out life as a regular mortal to maintain a relationship. How do they get on doing the things regular people do? What costs does this pursuit create?", + "You meet a new bystander you like.": "You meet a new bystander you like.", + "You meet an old acquaintance and renew the relationship.": "You meet an old acquaintance and renew the relationship.", + "Choose the relationship motivating this:": "Choose the relationship motivating this:", + "A friend you’re curious to get to know better.": "A friend you’re curious to get to know better.", + "A romantic relationship.": "A romantic relationship.", + "Someone who needs a parent, guardian, or mentor.": "Someone who needs a parent, guardian, or mentor.", + "A friend who you enjoy spending time with.": "A friend who you enjoy spending time with.", + "Choose what draws you to the mortal world:": "Choose what draws you to the mortal world:", + "Curiosity.": "Curiosity.", + "Feeling like you’re missing out on a central part of existence.": "Feeling like you’re missing out on a central part of existence.", + "You need a break from missions and monster hunts.": "You need a break from missions and monster hunts.", + "You’re dissatisfied with how things are now.": "You’re dissatisfied with how things are now.", + "The person needs you.": "The person needs you.", + "Choose the biggest problem this will cause:": "Choose the biggest problem this will cause:", + "Time you spend in the mortal world is stolen from other timelines.": "Time you spend in the mortal world is stolen from other timelines.", + "You are absent from your duties, allowing threats to grow unchecked.": "You are absent from your duties, allowing threats to grow unchecked.", + "Too much time in the mortal world will transform you into a normal human, losing your Elemental powers.": "Too much time in the mortal world will transform you into a normal human, losing your Elemental powers.", + "Your presence draws dangers.": "Your presence draws dangers.", + "You do some normal human activities, unrelated to the current mystery.": "You do some normal human activities, unrelated to the current mystery.", + "A mystery pulls you away from your relationship.": "A mystery pulls you away from your relationship.", + "Your non-human nature comes up in the mortal world (includes obvious use of your powers).": "Your non-human nature comes up in the mortal world (includes obvious use of your powers).", + "Your relationship deepens.": "Your relationship deepens.", + "You experience difficulties or complications in the relationship.": "You experience difficulties or complications in the relationship.", "A Harsh Reflection": "A Harsh Reflection", "The Envoy is faced with another agent similar to them, but who approaches everything in questionable ways.": "The Envoy is faced with another agent similar to them, but who approaches everything in questionable ways.", "You or the other hunters express concerns over your shady tactics.": "You or the other hunters express concerns over your shady tactics.", @@ -5420,7 +5783,6 @@ "The Weakness turns out to have a good side, either for you or the hero.": "The Weakness turns out to have a good side, either for you or the hero.", "You emulate something good about the hero.": "You emulate something good about the hero.", "The hero overcomes the Weakness (at least for a moment).": "The hero overcomes the Weakness (at least for a moment).", - "Passing the Torch": "Passing the Torch", "You’re just a noob compared to your hero, and even other hunters, right? And yet, there is somebody for whom you can act as a mentor. Exciting, right?": "You’re just a noob compared to your hero, and even other hunters, right? And yet, there is somebody for whom you can act as a mentor. Exciting, right?", "An interesting bystander learns about monsters and magic.": "An interesting bystander learns about monsters and magic.", "You’re growing more independent, and have had some successes lately.": "You’re growing more independent, and have had some successes lately.", @@ -5847,8 +6209,20 @@ "They were instrumental in you encountering and bonding with your symbiote. Decide together how this happened.Your meeting with them was not coincidental. Why did you seek them out? Ask them if they are suspicious of you.You’re related, and another close relative has recently gone missing. Ask if their memories of this person are good or bad, then tell them if your memories are the same.They’ve always treated you with respect. Ask whether it’s because of how you bonded with the symbiote or how you handle it.You’ll protect them before anybody else. Do you know why you act this way? Ask them how they feel about it.They seem to always be watching you. Ask them what they’re concerned about. How do you respond to this surveillance?You have been friends since you met over a shared, relaxing interest. Decide together what it is. Was this before your symbiosis? If not, which part did they meet?They used to bear the same symbiote you do. Ask them how they became separated and how they feel about it. Have you discussed how they feel about their former symbiote being yours now?": "", "They knew you before your abilities really took off. Ask them what they think about the change.You’ve learned a secret about them. Decide together what it is and if they’re aware you know.They’re a relative—cousins or closer. Ask them what part they played in you becoming what you are.They always give you the space you need. What method do they use when they really need to get through to you?Why can’t you ever say the right thing to them no matter how much you want to? Ask them if they’ve noticed your struggle.You suspect they know more about you than they’re saying. Ask them what they suspect.You share a surprising hobby. What is it?How did you ruin an important day in their life?": "", "They were the first local resident you ever had a conversation with. Was there a language barrier? What was the conversation about?This hunter seems to know things about the history of your homeland you only vaguely know about.Tests indicate that one of their ancestors was from your people. Did you know this was possible? Have you told them?You frequently have deep conversations with this hunter about your respective cultures.It especially bothers you to be misunderstood by this hunter. You don’t understand why. Ask them if they’ve noticed.One of the hunters has had a past experience with your people. Ask them whether it was a good experience or a bad one? Were you there?How have you and this hunter shared hobbies from each other’s upbringings?One of you mistook the other for a threat people needed to be protected from. Decide together how that played out.": "", + "You blame this hunter for your abandonment. Is it deserved?This hunter blames themself for your abandonment. Is it deserved?This hunter has always supported you. In what capacity?Your antics always annoy them. Is it deliberate?You and this hunter have a mutually beneficial relationship. Do you both have the same expectations of the relationship?You think this hunter might replace those who abandoned you. What gets in the way of this happening? Ask them if they know about this thought and what they think about it.This hunter always encourages you to go outside your comfort zone. How do you respond to this?You and this hunter were once friends. Why isn’t that true anymore?You and this hunter were once rivals or even enemies. What event made you both friends?This hunter looks up to you. Ask them why.You and this hunter are rival practical jokers. What’s the biggest trick each has pulled on the other?": "", + "Elemental history:You have worked together frequently, and are firm friends.You have worked together often. However, their last few assignments were with another Elemental, and you feel jealous. Ask them who that Elemental is.You’ve worked together frequently, but the last assignment went horribly wrong. Decide between you what happened. Both of you have doubts about the other’s ability or motivation after that fiasco.You’ve never worked together and know each other only by reputation. Tell each other what their reputation is.On your last assignment, everything went horribly wrong and they were called in to clean up the mess. Decide together what happened, then ask their opinion of you after all that.": "

Elemental history:

", + "Mortal history:You appeared on assignment as they investigated. The mystery was solved in a generally satisfactory way. Ask them what they think you are.You appeared on assignment as they investigated. The mystery went horribly wrong. Ask them what they think your motivations are.They remember meeting you when they were much younger. Tell them what they might remember about your assignment back then.They remember you, but you don’t remember them. Ask them what that version of you was to them.You really like them. Tell them what you admire.": "

Mortal history:

", "Roll?": "Roll?", "None": "None", + "You get all the basic moves, plus two Abandoned moves. Pick two of these:": "You get all the basic moves, plus two Abandoned moves. Pick two of these:", + "Underdog: While you’re unstable, you have +1 ongoing. While you have –1 forward or ongoing, you suffer 1 less harm.": "Underdog: While you’re unstable, you have +1 ongoing. While you have –1 forward or ongoing, you suffer 1 less harm.", + "There’s Always Tomorrow: When you cheer up or rally a group, when used on bystanders and allies, roll +Charm. On a 10+, they are considered an ally until the end of the scene.On a 7–9, either they’re still hesitant or they’re overconfident.When used on the hunters, roll +Charm.On a 10+, everyone present has +1 forward.On a 7–9, give one hunter other than yourself +1 forward.": "There’s Always Tomorrow: When you cheer up or rally a group, when used on bystanders and allies, roll +Charm. When used on the hunters, roll +Charm.", + "Trust Issues: You have +1 ongoing to resist mind control or emotional manipulation. When your reluctance to trust someone causes you to miss an opportunity, mark experience.": "Trust Issues: You have +1 ongoing to resist mind control or emotional manipulation. When your reluctance to trust someone causes you to miss an opportunity, mark experience.", + "Somewhere Out There: You have +1 ongoing to help out or manipulate someone by encouraging them. When trusting someone you shouldn’t interferes with the mystery or puts hunters in danger, mark experience.": "Somewhere Out There: You have +1 ongoing to help out or manipulate someone by encouraging them. When trusting someone you shouldn’t interferes with the mystery or puts hunters in danger, mark experience.", + "The Glass Is Half-Full: You always look for the silver lining. When you read a bad situation, add the following questions to the list you can ask:“Are there any resources we’ve overlooked?”“Who wants to help us?”": "The Glass Is Half-Full: You always look for the silver lining. When you read a bad situation, add the following questions to the list you can ask:", + "Mostly at Night: You’ve learned about monster habits. When you investigate a mystery, add the following questions to the list you can ask:“What can I tell about its behaviour?”“What places does it tend to avoid?”": "Mostly at Night: You’ve learned about monster habits. When you investigate a mystery, add the following questions to the list you can ask:", + "“Get away from them”: At the start of the session, take 2 hold. When a nearby hunter is fighting a monster with you, spend 1 hold to:Grant +1 forward to the hunter through inspired protectiveness.Increase the harm dealt by the hunter by 1.Reduce harm dealt to you by 1.": "“Get away from them”: At the start of the session, take 2 hold. When a nearby hunter is fighting a monster with you, spend 1 hold to:", + "Come and Get Me: When you lead an enemy through dangerous terrain or traps, you may kick some ass by rolling +Cool.": "Come and Get Me: When you lead an enemy through dangerous terrain or traps, you may kick some ass by rolling +Cool.", "You get all the basic moves, plus two Action Scientist moves. Pick two of these:": "You get all the basic moves, plus two Action Scientist moves. Pick two of these:", "Test Hypothesis: When you test a potential explanation based on data gathered, roll +Sharp. The Keeper will tell you if you’re on the right track, missing some critical data, or on the wrong track.On a 10+, you can trust that answer.On a 7–9, the Keeper answers honestly, but you wasted time or the testing process destroyed some evidence.On a miss, the Keeper’s answer is unrelated to the facts.": "Test Hypothesis: When you test a potential explanation based on data gathered, roll +Sharp. The Keeper will tell you if you’re on the right track, missing some critical data, or on the wrong track.", "Sabotage: When you quickly break a complicated gadget, roll +Sharp.On a 10+, it’s broken. Your choice if it’s done quietly or left totally irreparable.On a 7–9, it’s broken, but not too hard to fix and you made a bit of a ruckus.On a miss, the worst thing possible happens—usually explosions.": "Sabotage: When you quickly break a complicated gadget, roll +Sharp.", @@ -5932,6 +6306,16 @@ "Sacred Warding: If you take some time, you may prepare a place against evil influences. Specify what you’re guarding against (a specific sort of monster or magical spell). It can’t cross the warding or influence those on the other side. The Keeper will inform you how long it takes, based on the size of the place. The warding lasts until the next sunrise. You can’t use this on people or objects, just locations.": "Sacred Warding: If you take some time, you may prepare a place against evil influences. Specify what you’re guarding against (a specific sort of monster or magical spell). It can’t cross the warding or influence those on the other side. The Keeper will inform you how long it takes, based on the size of the place. The warding lasts until the next sunrise. You can’t use this on people or objects, just locations.", "Smite: Your unarmed attacks do 2-harm intimate/hand imbued messy. If you attack with a weapon, you inflict +1 harm.": "Smite: Your unarmed attacks do 2-harm intimate/hand imbued messy. If you attack with a weapon, you inflict +1 harm.", "A Little Friend: You have a minor spirit or animal ally. They are an associate of your patron spirit. Give them a name, pick an ally type, and describe their form.": "A Little Friend: You have a minor spirit or animal ally. They are an associate of your patron spirit. Give them a name, pick an ally type, and describe their form.", + "You get all the basic moves, plus two Elemental moves. Pick two of these:": "You get all the basic moves, plus two Elemental moves. Pick two of these:", + "Cold Read: With a touch, you can telepathically review a human’s memories. Ask the Keeper for your first impressions. Later, careful analysis of this life may be used to aid other moves, such as investigate.": "Cold Read: With a touch, you can telepathically review a human’s memories. Ask the Keeper for your first impressions. Later, careful analysis of this life may be used to aid other moves, such as investigate.", + "Cosmic Perspective: When you use magic, you may choose one of these effects as well as the usual options: Enter another place or time.Pause, slow, or speed the passage of time.": "Cosmic Perspective: When you use magic, you may choose one of these effects as well as the usual options: ", + "Call for Backup: Once per mystery, call another Elemental for help. The Keeper decides if they are available or if a substitute is assigned instead. In either case, they are your ally for the remainder of the mystery.": "Call for Backup: Once per mystery, call another Elemental for help. The Keeper decides if they are available or if a substitute is assigned instead. In either case, they are your ally for the remainder of the mystery.", + "Come with Me: You may travel into an alternate timeline. You may take others along with you. Roll +Weird:On a 10+, you arrive where you intended.On a 7–9, this is not exactly the right timeline, or one of you is altered as you travel.On a 6–, you arrive where your foe has the advantage over you.": "Come with Me: You may travel into an alternate timeline. You may take others along with you. Roll +Weird:", + "Imbue: You may share your elemental power with another entity, for a short time.": "Imbue: You may share your elemental power with another entity, for a short time.", + "Psychometry: When you handle an object, you sense significant events that happened to, or around, it.": "Psychometry: When you handle an object, you sense significant events that happened to, or around, it.", + "Unphysical: You may ignore physical objects for a few minutes. You’re still present, you just don’t interact with the physical world. Magic or other supernatural abilities still affect you.": "Unphysical: You may ignore physical objects for a few minutes. You’re still present, you just don’t interact with the physical world. Magic or other supernatural abilities still affect you.", + "Echoes: You may observe events in your location that took place up to a week in the past or future. While doing so, you are unaware of present-moment events.": "Echoes: You may observe events in your location that took place up to a week in the past or future. While doing so, you are unaware of present-moment events.", + "Sidestep: When you move to another location within visual range in a single step, roll +Sharp:On a 10+, you’re there, noticed only by those watching that location.On a 7–9, you’re there, but most notice your move.On a 6–, your movement causes ripples in this universe.": "Sidestep: When you move to another location within visual range in a single step, roll +Sharp:", "You get all the basic moves and two Envoy moves. Pick two of these:": "You get all the basic moves and two Envoy moves. Pick two of these:", "Strangely Normal: When you behave with casual confidence despite doing something weird, roll +Charm.On a 10+, your odd behaviour is accepted and gives you an icebreaker to start a longer conversation if you want.On a 7–9, someone becomes suspicious, starting a pointed conversation with you.On a miss, someone takes offence.": "Strangely Normal: When you behave with casual confidence despite doing something weird, roll +Charm.", "Too Much Has Been Lost: When you research old tales to investigate a mystery, ask one of these in addition to your normal questions:What in this record is exaggerated?What in this record is understated?What in this record is manufactured?What is this record missing?": "Too Much Has Been Lost: When you research old tales to investigate a mystery, ask one of these in addition to your normal questions:", @@ -6064,6 +6448,10 @@ "Persuade Advanced: On a 12+, they’re convinced. If they’re a member of your community, add a mark to their hunter support track. If they are an outsider, they instead become an ally.": "Persuade Advanced: On a 12+, they’re convinced. If they’re 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.": "Pursuit Advanced: On a 12+, you close the distance, plus pick three options.", "Instructions": "Instructions", + "Move On: That isn’t your life anymore, those old problems aren’t yours. Take –1 forward when you lean on memories or contacts from your past. Mark experience when you disregard the past and that causes problems.": "Move On: That isn’t your life anymore, those old problems aren’t yours. Take –1 forward when you lean on memories or contacts from your past. Mark experience when you disregard the past and that causes problems.", + "Closure: You’ve finally closed the book on that chapter of your life. Take +1 forward when you make a move related to a past experience. Take –1 ongoing when forced to deal with a problem you thought resolved.": "Closure: You’ve finally closed the book on that chapter of your life. Take +1 forward when you make a move related to a past experience. Take –1 ongoing when forced to deal with a problem you thought resolved.", + "Doing My Best: You can’t help everyone, so focus on what you can do. When you prioritise helping a bystander or ally, take +1 ongoing to help or protect them. Take –1 forward when you choose to turn away from your priority to help someone else.": "Doing My Best: You can’t help everyone, so focus on what you can do. When you prioritise helping a bystander or ally, take +1 ongoing to help or protect them. Take –1 forward when you choose to turn away from your priority to help someone else.", + "No One Left Behind: You can’t accept that anybody else lives through what you did. Take –1 forward when you must choose between people who need your help. Mark experience when you protect or help people without sacrificing anyone else.": "No One Left Behind: You can’t accept that anybody else lives through what you did. Take –1 forward when you must choose between people who need your help. Mark experience when you protect or help people without sacrificing anyone else.", "Be the Better Person: When you ignore personal enmity and focus on solving the problem at hand instead, take –1 forward and mark experience.": "Be the Better Person: When you ignore personal enmity and focus on solving the problem at hand instead, take –1 forward and mark experience.", "Preeminent Genius: When your competence is challenged and you meet that challenge, take –1 ongoing to everything not directly related to showing you’re superior. When you definitely show you’re superior to a challenger, mark experience.": "Preeminent Genius: When your competence is challenged and you meet that challenge, take –1 ongoing to everything not directly related to showing you’re superior. When you definitely show you’re superior to a challenger, mark experience.", "Duty of Care: Whenever one of your moves causes harm (whether side effect, cost, or due to a miss result) to a hunter, ally, or bystander, it causes one less harm.": "Duty of Care: Whenever one of your moves causes harm (whether side effect, cost, or due to a miss result) to a hunter, ally, or bystander, it causes one less harm.", @@ -6101,6 +6489,12 @@ "If your cult’s worship turns you into something even more supernatural, consider changing playbooks, or even retiring. After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.": "If your cult’s worship turns you into something even more supernatural, consider changing playbooks, or even retiring. After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you.", "Shepherd of Mankind: Your true nature is enough for most bystanders to do as you ask when you manipulate them, if you show it. If you prove weak or limited to them later, take –1 forward.": "Shepherd of Mankind: Your true nature is enough for most bystanders to do as you ask when you manipulate them, if you show it. If you prove weak or limited to them later, take –1 forward.", "A Humble Servant: When you neglect your own needs and desires to better fulfil your divine mission, take –1 forward and mark experience.": "A Humble Servant: When you neglect your own needs and desires to better fulfil your divine mission, take –1 forward and mark experience.", + "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you. If you ended the story with your hunter trapped, you can instead choose to retire your hunter, and create a new hunter in their place. If you do this, the new hunter starts with two extra Luck.": "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you. If you ended the story with your hunter trapped, you can instead choose to retire your hunter, and create a new hunter in their place. If you do this, the new hunter starts with two extra Luck.", + "Look Before You Leap: When you carefully consider the options before taking action, get +1 forward. When you dive straight in unheeding, mark 1 experience and take –1 forward.": "Look Before You Leap: When you carefully consider the options before taking action, get +1 forward. When you dive straight in unheeding, mark 1 experience and take –1 forward.", + "It’s About Them, Not Me: When you put yourself in danger to help bystanders, take +1 forward. When you protect yourself first, take –1 ongoing until you make up for your selfishness.": "It’s About Them, Not Me: When you put yourself in danger to help bystanders, take +1 forward. When you protect yourself first, take –1 ongoing until you make up for your selfishness.", + "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you. Optionally, on resolution, you may retire this hunter and create a new one, if they decide to live as a normal mortal from now on.": "After each session, consider if this story has been resolved. If so, tell the other players. You can take one of the resolution moves to show how this story changed you. Optionally, on resolution, you may retire this hunter and create a new one, if they decide to live as a normal mortal from now on.", + "Deeper Understanding: When you investigate a mystery by talking to people, get +1 forward. When using mystical or technical approaches, get –1 forward.": "Deeper Understanding: When you investigate a mystery by talking to people, get +1 forward. When using mystical or technical approaches, get –1 forward.", + "Divided Motivation: When you blow off a mystery for a mortal relationship, mark experience. When you blow off a mortal relationship for a mystery, take –1 ongoing for the current situation.": "Divided Motivation: When you blow off a mystery for a mortal relationship, mark experience. When you blow off a mortal relationship for a mystery, take –1 ongoing for the current situation.", "The End Justifies the Means: You’ve seen how effective extreme tactics can be, and hope to avoid the dangers. When you choose actions with a high chance of collateral damage, gain +1 ongoing with those tactics and –1 ongoing interacting with those endangered by your choices.": "The End Justifies the Means: You’ve seen how effective extreme tactics can be, and hope to avoid the dangers. When you choose actions with a high chance of collateral damage, gain +1 ongoing with those tactics and –1 ongoing interacting with those endangered by your choices.", "The Means Shape the End: You’ve seen the end result of taking moral shortcuts. You have +1 ongoing to resist efforts to change your mind. When there are bystanders to protect, suffer –1 ongoing to actions that don’t prioritise keeping them safe.": "The Means Shape the End: You’ve seen the end result of taking moral shortcuts. You have +1 ongoing to resist efforts to change your mind. When there are bystanders to protect, suffer –1 ongoing to actions that don’t prioritise keeping them safe.", "Useful Scars: The Acquisition has changed you in painful ways. When you use knowledge or powers you’ve acquired, take +1 forward, but suffer 1-harm ignore-armour.": "Useful Scars: The Acquisition has changed you in painful ways. When you use knowledge or powers you’ve acquired, take +1 forward, but suffer 1-harm ignore-armour.", @@ -6215,6 +6609,27 @@ "Extra: Material (specify type, such as “iron teeth” or “wooden claws”)": "Extra: Material (specify type, such as “iron teeth” or “wooden claws”)", "and Fighting": "and Fighting", "Gear Tags Reference": "Gear Tags Reference", + "A memento of your pleasant dreams": "A memento of your pleasant dreams", + "The last letter you were told came from your parents.": "The last letter you were told came from your parents.", + "A cheap locket meant to pair with another.": "A cheap locket meant to pair with another.", + "A diary of stories you told yourself about your real family.": "A diary of stories you told yourself about your real family.", + "A gift from someone who tried to help you.": "A gift from someone who tried to help you.", + "A sneaky weapon": "A sneaky weapon", + "Butterfly knife/folding knife (1-harm hand small)": "Butterfly knife/folding knife (1-harm hand small)", + "Improvised sap (1-harm intimate stun)": "Improvised sap (1-harm intimate stun)", + "Weighted gloves/brass knuckles (1-harm hand)": "Weighted gloves/brass knuckles (1-harm hand)", + "Stun gun (0-harm intimate stun)": "Stun gun (0-harm intimate stun)", + "Throwing blades (1-harm close many)": "Throwing blades (1-harm close many)", + "Slingshot (1-harm close quiet useful)": "Slingshot (1-harm close quiet useful)", + "Battered handgun (2-harm close faulty)": "Battered handgun (2-harm close faulty)", + "Secret gear": "Secret gear", + "Lockpicks": "Lockpicks", + "Smartphone": "Smartphone", + "Protective charm: +1 ongoing to protect from supernatural powers and creatures": "Protective charm: +1 ongoing to protect from supernatural powers and creatures", + "Night vision goggles": "Night vision goggles", + "Lots of long-lasting food": "Lots of long-lasting food", + "Rope ladder and grappling hook": "Rope ladder and grappling hook", + "A pretty amulet: it’s magical but you don’t know what it does": "A pretty amulet: it’s magical but you don’t know what it does", "You have toolkits containing everything you need for your normal science, engineering, and analysis tasks.": "You have toolkits containing everything you need for your normal science, engineering, and analysis tasks.", "The “batteries” tag works like “reload”: the weapon is liable to run out of power at the worst moment. “Autonomous” means you program it and it’ll go do its thing.": "The “batteries” tag works like “reload”: the weapon is liable to run out of power at the worst moment. “Autonomous” means you program it and it’ll go do its thing.", "Science Weapons": "Science Weapons", @@ -6387,6 +6802,7 @@ "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)", + "Gear is usually irrelevant to you.": "Gear is usually irrelevant to you.", "Mysterious financial assets": "Mysterious financial assets", "Access to exclusive spaces": "Access to exclusive spaces", "Communication devices": "Communication devices", @@ -6646,7 +7062,6 @@ "Mobile game console": "Mobile game console", "E-book reader, full": "E-book reader, full", "Old Walkman": "Old Walkman", - "Smartphone": "Smartphone", "Earth camping gear": "Earth camping gear", "Collection of photos": "Collection of photos", "Favourite snacks": "Favourite snacks",