{ "choose_otraimg_type": "Choose image", "choose_sheet_type": "Choose playbook", "agetsa": "and gets a", "rollswith": "rolls with", "charm_label": "Charm", "cunning_label": "Cunning", "finesse_label": "Finesse", "luck_label": "Luck", "might_label": "Might", "name_label": "NAME", "species_label": "SPECIES", "demeanor_label": "DEMEANOR", "details_label": "DETAILS", "basicmove_roll": "BASIC MOVE", "basicmoves1_label": "Attempt a Roguish Feat", "basicmoves1_dsc": "When you attempt a roguish feat you are skilled in, say your goal and roll with Finesse. On a hit, you achieve your goal. On a 7-9, mark exhaustion or one risk of your feat (GM’s choice) comes to bear. When you attempt a roguish feat you are NOT skilled in, you are trusting fate.", "basicmoves2_label": "Figure Someone Out", "basicmoves2_dsc": "When you try to figure someone out, roll with Charm. On a 10+, hold 3. On a 7–9, hold 1. While interacting with them, spend your hold 1 for 1 to ask their player a question: ", "basicmoves3_label": "Persuade a NPC", "basicmoves3_dsc": "When you persuade an NPC with promises or threats, roll with Charm. On a 10+, they see things your way, provided you have given them a strong motive or reasonable bribe. On a 7–9, they aren’t sure; the GM will tell you what you need to do to sway them.", "basicmoves4_label": "Read a Tense Situation", "basicmoves4_dsc": "When you read a tense situation, roll with Cunning. On a 7–9, ask 1. On a 10+, ask 3. Take +1 when acting on the answers. ", "basicmoves5_label": "Trick an NPC", "basicmoves5_dsc": "When you trick an NPC to get what you want, roll with Cunning. On a hit, they take the bait and do what you want. On a 7–9, they can instead choose one: ", "basicmoves6_label": "Trust Fate", "basicmoves6_dsc": "When you trust fate to get through trouble, roll with Luck. On a hit, you scrape by or barrel through; the GM will tell you what it costs you. On a 10+, fortune favors the bold; your panache also earns you a fleeting opportunity.", "basicmoves7_label": "Wreck Something", "basicmoves7_dsc": "When you wreck something, roll with Might. On a hit, you seriously break it; it can’t be used again until it’s repaired. On a 7–9, you’re imprecise and dangerous; you cause collateral damage, attract attention, or end up in a bad spot, GM’s choice.", "basicmoves8_label": "Help or Interfere", "basicmoves8_dsc": "When you help or interfere with another vagabond, mark exhaustion to add +1 or –2 to their roll (after rolling). Mark exhaustion again to select one of the following: ", "basicmoves9_label": "Plead with a PC", "basicmoves9_dsc": "When you plead with a PC to go along with you, they clear 1-exhaustion if they agree to what you’ve proposed. You may use this move only once per session.", "basicmoves10_label": "Engage in Melee", "basicmoves10_dsc": "When you engage an enemy in melee at close or intimate range, roll with Might. On a hit, trade harm. On a 10+, pick 3. On a 7–9, pick 1. ", "basicmoves11_label": "Grapple an Enemy", "basicmoves11_dsc": "When you grapple with an enemy at intimate range, roll with Might. On a hit, you choose simultaneously. Continue making choices until someone disengages, falls unconscious, or dies. On a 10+, you make one choice first, before beginning to make simultaneous choices. ", "basicmoves12_label": "Target Someone", "basicmoves12_dsc": "When you target a vulnerable foe at far range, roll with Finesse. On a hit, you inflict injury. On a 10+, you can strike again before they get to cover—inflict injury again—or keep your position hidden, your choice.", "weaponmove_roll": "WEAPON SKILL", "weaponmoves1_label": "Cleave", "weaponmoves1_dsc": "When you cleave armored foes at close range, mark exhaustion and roll with Might. On a hit, you smash through their defenses and equipment; inflict 3-wear. On a 7–9, you overextend your weapon or yourself: mark wear or end up in a bad spot, your choice.", "weaponmoves2_label": "Confuse Senses", "weaponmoves2_dsc": "When you throw something to confuse an opponent’s senses at close or intimate range, roll with Finesse. On a hit, you’ve thrown them off balance, blinded them, deafened them, or confused them, and given yourself an opportunity. On a 10+, they have to take some time to get their bearings and restore their senses before they can act clearly again. On a 7–9, you have just a few moments.", "weaponmoves3_label": "Disarm", "weaponmoves3_dsc": "When you target an opponent’s weapon with your strikes at close range, roll with Finesse. On a hit, they have to mark 2-exhaustion or lose their weapon—it’s well out of reach. On a 10+, they have to mark 3-exhaustion instead of 2. ", "weaponmoves4_label": "Harry a Group", "weaponmoves4_dsc": "When you harry a group of enemies at far range , mark wear and roll with Cunning. On a 10+, both. On a 7–9, choose 1: ", "weaponmoves5_label": "Improvise a Weapon", "weaponmoves5_dsc": "When you make a weapon out of improvised materials around you, roll with Cunning. On a hit, you make a weapon; the GM will tell you its range tag and at least one other beneficial tag based on the materials you used. On a 7–9, the weapon also has a weakness tag. ", "weaponmoves6_label": "Parry", "weaponmoves6_dsc": "When you try to parry the attacks of an enemy at close range, mark exhaustion and roll with Finesse. On a hit, you consume their attention. On a 10+, all 3. On a 7–9, pick 1. ", "weaponmoves7_label": "Quick Shot", "weaponmoves7_dsc": "When you fire a snap shot at an enemy at close range, roll with Luck. On a hit, inflict injury. On a 7–9, choose 1. On a 10+, choose 2. ", "weaponmoves8_label": "Storm a Group", "weaponmoves8_dsc": "When you storm a group of foes in melee, mark exhaustion and roll with Might. On a hit, trade harm. On a 10+, choose 2.On a 7–9, choose 1. ", "weaponmoves9_label": "Trick Shot", "weaponmoves9_dsc": "When you fire a clever shot designed to take advantage of the environment at any range, mark wear and roll with Finesse. On a 7–9, choose 2. On a 10+, choose 3. ", "weaponmoves10_label": "Vicious Strike", "weaponmoves10_dsc": "When you viciously strike an opponent where they are weak at intimate or close range, mark exhaustion and roll with Might. On a hit, they suffer serious (+1) harm and cannot mark wear on their armor to block it. On a 10+, you get away with the strike. On a 7–9, they score a blow against you as well. ", "weaponmoves11_label": "Battle Fury", "weaponmoves11_dsc": "When you fling yourself into a fury of weapon, tooth, and claw in an allout attack at intimate range, mark wear on your weapon and roll with Luck. On a hit, fill your exhaustion track. For each box you mark, inflict 2-injury on your target. On a 7-9, your target also inflicts their harm upon you. This move does not require the weapon to be tagged with intimate range; weapons with close range may also be used.", "weaponmoves12_label": "Charge", "weaponmoves12_dsc": "When you charge at an opponent at far range, mark exhaustion and roll with Might. On a hit, they must choose to either mark 2-exhaustion or allow you to push them—you say where they are driven, and you say what range you now stand at. On a 10+, inflict morale harm on them as well.", "weaponmoves13_label": "Hurl", "weaponmoves13_dsc": "When you hurl a weapon or dangerous object not intended for throwing at an enemy at far range, mark exhaustion and roll with Might. On a hit, your hurled weapon strikes your target; mark wear on the weapon and inflict 1-injury and 1-exhaustion on your target. On a 7-9, choose 1. On a 10+, choose 2. ", "weaponmoves15_label": "Paired Fighting", "weaponmoves15_dsc": "When you and another vagabond pair fight back to back against foes at close range, you each mark exhaustion and one of you rolls with the following modifiers (max +3): On a hit, you together inflict 1-injury on every foe within close range (or 3-injury total against a group), and you each suffer 1-injury. On a 7-9, choose 1. On a 10+, choose 2. ", "weaponmoves14_label": "Lunge", "weaponmoves14_dsc": "When you make an outright lunge at a foe within close range, choose an amount of injury between 1-injury and 3-injury and roll with Finesse. On a hit, you inflict that amount of injury—ignoring armor—but if your target survives (or if other foes are present) they can take advantage of your overextension to inflict the same amount on you. On a 7-9, they can inflict 1-injury more upon you than you had originally chosen to inflict upon them.", "weaponmoves16_label": "Hammerpaws", "weaponmoves16_dsc": "When you come to blows with an armed opponent at close or intimate range while you are unarmed, roll with Finesse. On a hit, they inflict their harm on you. On a 7-9, choose 2. On a 10+, choose 3.