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276 lines
31 KiB
JSON
276 lines
31 KiB
JSON
{
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"choose_otraimg_type": "Choose image",
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"choose_sheet_type": "Choose playbook",
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"agetsa": "and gets a",
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"rollswith": "rolls with",
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"charm_label": "매력",
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"cunning_label": "지능",
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"finesse_label": "기교",
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"luck_label": "Chance",
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"might_label": "위력",
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"name_label": "이름",
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"species_label": "SPECIES",
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"demeanor_label": "DEMEANOR",
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"details_label": "DETAILS",
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"basicmove_roll": "BASIC MOVE",
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"basicmoves1_label": "Attempt a Roguish Feat",
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"basicmoves1_dsc": "When you <b>attempt a roguish feat you are skilled in</b>, 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.",
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"basicmoves2_label": "Figure Someone Out",
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"basicmoves2_dsc": "When you <b>try to figure someone out</b>, 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:<ul><li>is your character telling the truth?</li><li>what is your character really feeling?</li><li>what does your character intend to do?</li><li>what does your character wish I’d do?</li><li>how could I get your character to _______?</li></ul>",
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"basicmoves3_label": "Persuade a NPC",
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"basicmoves3_dsc": "When you <b>persuade an NPC</b> 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.",
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"basicmoves4_label": "Read a Tense Situation",
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"basicmoves4_dsc": "When you <b>read a tense situation</b>, roll with Cunning. On a 7–9, ask 1. On a 10+, ask 3. Take +1 when acting on the answers.<ul><li> what’s my best way out / in / through?</li><li>who or what is the biggest threat?</li><li>who or what is most vulnerable to me?</li><li>what should I be on the lookout for?</li><li>who is in control here?</li></ul>",
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"basicmoves5_label": "Trick an NPC",
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"basicmoves5_dsc": "When you <b>trick an NPC</b> 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:<ul><li>they hesitate; you shake their confidence or weaken their morale.</li><li>they stumble; you gain a critical opportunity.</li><li>they overreact; take +1 forward against them.</li></ul>",
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"basicmoves6_label": "Trust Fate",
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"basicmoves6_dsc": "When you <b>trust fate</b> 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.",
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"basicmoves7_label": "Wreck Something",
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"basicmoves7_dsc": "When you <b>wreck something</b>, 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.",
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"basicmoves8_label": "Help or Interfere",
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"basicmoves8_dsc": "When you <b>help or interfere</b> with another vagabond, mark exhaustion to add +1 or –2 to their roll (after rolling). Mark exhaustion again to select one of the following:<ul><li>conceal your help or interference</li><li>create an opportunity or obstacle</li></ul>",
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"basicmoves9_label": "Plead with a PC",
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"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.",
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"basicmoves10_label": "Engage in Melee",
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"basicmoves10_dsc": "When you <b>engage an enemy in melee at close or intimate range</b>, roll with Might. On a hit, trade harm. On a 10+, pick 3. On a 7–9, pick 1.<ul><li>inflict serious (+1) harm</li><li>suffer little (-1) harm</li><li>shift your range one step</li><li>impress, dismay, or frighten your foe</li></ul>",
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"basicmoves11_label": "Grapple an Enemy",
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"basicmoves11_dsc": "When you <b>grapple with an enemy at intimate range</b>, 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.<ul><li>you strike a fast blow; inflict injury</li><li>you wear them down; they mark exhaustion</li><li>you exploit weakness; mark exhaustion to inflict 2-injury</li><li>you withdraw; disengage to close range</li></ul>",
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"basicmoves12_label": "Target Someone",
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"basicmoves12_dsc": "When you <b>target a vulnerable foe at far range</b>, 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.",
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"weaponmove_roll": "WEAPON SKILL",
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"weaponmoves1_label": "Cleave",
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"weaponmoves1_dsc": "When you <b>cleave armored foes at close range</b>, 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.",
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"weaponmoves2_label": "Confuse Senses",
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"weaponmoves2_dsc": "When you <b>throw something to confuse an opponent’s senses at close or intimate range</b>, 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.",
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"weaponmoves3_label": "무장해제",
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"weaponmoves3_dsc": "When you <b>target an opponent’s weapon with your strikes at close range</b>, 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. ",
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"weaponmoves4_label": "Harry a Group",
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"weaponmoves4_dsc": "When you <b>harry a group of enemies at far range</b>, mark wear and roll with Cunning. On a 10+, both. On a 7–9, choose 1:<ul><li>inflict 2-morale harm</li><li>they are pinned or blocked</li></ul>",
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"weaponmoves5_label": "Improvise a Weapon",
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"weaponmoves5_dsc": "When you <b>make a weapon out of improvised materials around you</b>, 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. ",
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"weaponmoves6_label": "저지도",
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"weaponmoves6_dsc": "When you try to <b>parry the attacks of an enemy at close range</b>, mark exhaustion and roll with Finesse. On a hit, you consume their attention. On a 10+, all 3. On a 7–9, pick 1.<ul><li>you inflict morale or exhaustion harm (GM’s choice)</li><li> you disarm your opponent; their weapon is out of hand, but in reach</li><li>you don’t suffer any harm</li></ul>",
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"weaponmoves7_label": "Quick Shot",
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"weaponmoves7_dsc": "When you <b>fire a snap shot at an enemy at close range</b>, roll with Luck. On a hit, inflict injury. On a 7–9, choose 1. On a 10+, choose 2.<ul><li>you don’t mark wear</li><li>you don’t mark exhaustion</li><li>you move quickly and change your position (and, if you choose, range)</li><li>you keep your target at bay—they don’t move</li></ul>",
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"weaponmoves8_label": "Storm a Group",
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"weaponmoves8_dsc": "When you <b>storm a group of foes in melee</b>, mark exhaustion and roll with Might. On a hit, trade harm. On a 10+, choose 2.On a 7–9, choose 1.<ul><li>you show them up; you inflict 2-morale harm</li><li>you keep them off-balance and confused; you inflict 2-exhaustion</li><li>you avoid their blows to the best of your ability; you suffer little (–1) harm</li><li>you use them against each other; mark exhaustion again and they inflict their harm against themselves</li></ul>",
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"weaponmoves9_label": "Trick Shot",
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"weaponmoves9_dsc": "When you <b>fire a clever shot designed to take advantage of the environment at any range</b>, mark wear and roll with Finesse. On a 7–9, choose 2. On a 10+, choose 3.<ul><li>your shot lands in any target of your choice within range, even if it’s behind cover or hidden (inflicting injury or wear if appropriate)</li><li>your shot strikes a second available target of your choice</li><li>your shot cuts something, breaks something, or knocks something over, your choice</li><li>your shot distracts an opponent and provides an opportunity</li></ul>",
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"weaponmoves10_label": "Vicious Strike",
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"weaponmoves10_dsc": "When you <b>viciously strike an opponent where they are weak at intimate or close range</b>, 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. ",
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"weaponmoves11_label": "Battle Fury",
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"weaponmoves11_dsc": "When you <b>fling yourself into a fury of weapon, tooth, and claw in an allout attack at intimate range</b>, 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. <b>This move does not require the weapon to be tagged with intimate range; weapons with close range may also be used.</b>",
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"weaponmoves12_label": "충전",
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"weaponmoves12_dsc": "When you <b>charge at an opponent at far range,</b> 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.",
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"weaponmoves13_label": "Hurl",
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"weaponmoves13_dsc": "When you <b>hurl a weapon or dangerous object not intended for throwing at an enemy at far range,</b> 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.<ul><li>mark an additional wear on the hurled item to inflict an additional 1-injury</li><li>the hurled item rebounds to somewhere reachable, instead of out of sight or out of reach</li><li> your target is knocked off their feet by the throw</li></ul>",
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"weaponmoves15_label": "Paired Fighting",
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"weaponmoves15_dsc": "When you and another vagabond <b>pair fight back to back against foes at close range,</b> you each mark exhaustion and one of you rolls with the following modifiers (max +3):<ul><li>+1 if you have a connection with each other</li><li>+1 if you are outnumbered</li><li>+1 for every 2 additional exhaustion you mark between the two of you</li></ul>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.<ul><li> you each suffer little (-1) harm</li><li>you inflict an additional 2-injury to any single target (including a single group) of your choice</li><li>you inflict 2-morale harm</li><li>you create a path for the two of you to retreat or advance</li></ul>",
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"weaponmoves14_label": "Lunge",
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"weaponmoves14_dsc": "When you <b>make an outright lunge at a foe within close range,</b> 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.",
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"weaponmoves16_label": "Hammerpaws",
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"weaponmoves16_dsc": "When you <b>come to blows with an armed opponent at close or intimate range while you are unarmed,</b> roll with Finesse. On a hit, they inflict their harm on you. On a 7-9, choose 2. On a 10+, choose 3.<ul><li>you inflict 2-exhaustion on your opponent</li><li>you shift your range one step</li><li>you deflect some of their incoming blows; suffer little (-1) harm</li><li>you inflict wear on their equipment with precise strikes</li><li>you take an object from them; they must mark exhaustion to stop you</li></ul>",
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"weaponmoves17_label": "Pinpoint Shot",
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"weaponmoves17_dsc": "When you <b>take the time to fire a shot at far range with pinpoint accuracy,</b> roll with Cunning. On a hit, you put the shot exactly where you choose:<ul><li>if you target an NPC’s weak point, inflict 3-injury (unblockable by armor)</li><li>if you target a piece of equipment’s weak point, inflict 2-wear</li><li>if you target something in the environment, you strike it, cut it, or break it as appropriate</li></ul>On a 7-9, your current vantage point isn’t quite right; you need to move to a better one before you can make the perfect shot. Mark exhaustion to scramble there, and then choose as normal.",
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"weaponmoves18_label": "Long Shot",
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"weaponmoves18_dsc": "When you <b>pull hard on your bow’s draw to extend its range beyond far,</b> mark wear and exhaustion to roll any far range weapon move (<b>target someone</b>, <b>pinpoint shot</b>, etc.) with Might instead of the move’s normal stat, paying the additional cost(s) of the weapon move as well. <b>This weapon skill requires your weapon to be tagged with far range, this skill, and the tag for whatever weapon move you are using (if needed).</b>",
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"weaponmoves19_label": "Point-Blank Shot",
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"weaponmoves19_dsc": "When you <b>fire a shot at point-blank range (intimate range),</b> mark any combination of up to 2-wear and up to 2-exhaustion, and roll with Luck. On a hit, you put your shot into your target; inflict injury equivalent to the wear and exhaustion you marked, combined. On a 10+, you can also skip back after your shot, moving to close range before your opponent can grab you or otherwise retaliate. <b>Your weapon does not need to be tagged with intimate range to use this weapon skill.</b>",
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"weaponmoves20_label": "Switch Hands",
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"weaponmoves20_dsc": "When you <b>shift your grip to change your dominant hand in the middle of an extended bout with a foe,</b> roll with Finesse. On a 7-9, choose 1. On a 10+, choose 2:<ul><li>your new dominant hand is fresher; clear 2-exhaustion</li><li>your opponent is startled by the shift; they mark morale harm</li><li>your shift gives you an immediate opportunity; mark exhaustion to seize it and inflict 2-injury</li></ul>",
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"champion_label": "The Champion",
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"champion_dsc": "You are a would-be hero and legend, a defender of the innocent and a standard-bearer of lost causes. Yours is the heroic narrative, even if you sometimes oversimplify things.",
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"chronicler_label": "The Chronicler",
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"chronicler_dsc": "You are a sage who honors history and the written word, keeper of lost, banned, or forbidden texts of truths the great Woodland powers would rather be forgotten.",
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"exile_label": "The Exile",
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"exile_dsc": "You were once a prominent member of a powerful faction, but now you are exiled from it, and defined by what you do in relation to the group you once called your own.",
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"envoy_label": "The Envoy",
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"envoy_dsc": "You are a professional representative, capable of speaking for other powers while maintaining plausible deniability, fashioned as the ultimate neutral agent and diplomatic mercenary.",
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"heretic_label": "The Heretic",
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"heretic_dsc": "You are a fervent believer in a cause or ideology that most Woodland denizens and factions find distasteful and unacceptable, even if your beliefs are genuinely for the greater good of the denizens.",
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"pirate_label": "The Pirate",
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"pirate_dsc": "You are a rogue boat captain, at home on the waters of the Woodland’s rivers, lakes, or bays, free from the sway of land-bound life and more than willing to do whatever it takes to maintain that freedom.",
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"prince_label": "The Prince",
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"prince_dsc": "You are a second-generation vagabond, heir to your parent’s masteries and knowledge, but also born to this life of roguery and independence—you are not a vagabond by your own volition.",
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"raconteur_label": "The Raconteur",
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"raconteur_dsc": "You are a storyteller, making coin and earning trust by moving amid the clearings and weaving tales that ultimately teach the denizens the 'truth' of what goes on in the Woodland.",
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"raider_label": "The Raider",
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"raider_dsc": "You are a bandit, a thief-by-force, dangerous and threatening, but perhaps with the capacity to turn your axe to good use...and all the better if you get paid for it.",
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"seeker_label": "The Seeker",
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"seeker_dsc": "You are an explorer by nature, interested in free-ranging discovery, delving into ruins, and uncovering whatever secret wonders and ancient truths lie hidden amid the Woodland.",
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"adventurer_label": "The Adventurer",
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"adventurer_dsc": "You are a peaceful, diplomatic vagabond, making allies from those you aid, perhaps toppling greater powers by forging strong bonds with others.",
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"arbiter_label": "The Arbiter",
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"arbiter_dsc": "You are a powerful, obstinate vagabond, serving as somewhere between a mercenary and a protector, perhaps taking sides too easily in the greater conflict between the factions.",
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"harrier_label": "The Harrier",
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"harrier_dsc": "You are a quick, enterprising vagabond, racing easily from building to building and clearing to clearing without anything stopping you, perhaps finding yourself in places others would rather keep secret or hidden.",
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"ranger_label": "The Ranger",
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"ranger_dsc": "You are a capable, stealthy vagabond, centered on the forests that fill the Woodland between the clearings, more interested in the wilds than in the company of other Woodland denizens or their society.",
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"ronin_label": "The Ronin",
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"ronin_dsc": "You are a skilled, willful vagabond, formerly a servant of a lord in a different land, now masterless. You came to the Woodland to live as a free vagabond.",
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"scoundrel_label": "The Scoundrel",
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"scoundrel_dsc": "You are a lucky, dangerous vagabond, acting more as destroyer and troublemaker than anything else, perhaps creating chaos and destruction for its own sake.",
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"thief_label": "The Thief",
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"thief_dsc": "You are a cunning, criminal vagabond, capable of stealing even the most well-guarded treasures, perhaps committed to crime and theft for its own sake.",
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"tinker_label": "The Tinker",
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"tinker_dsc": "You are an adept, clever vagabond, interested in mechanisms and craftsmanship, perhaps possessed of ideas that separate you from those around you.",
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"vagrant_label": "The Vagrant",
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"vagrant_dsc": "You are a charming, survivor vagabond, using words to get out of dangerous situations, perhaps even setting possible predators upon each other to keep them away from yourself.",
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"dealer_label": "The Dealer",
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"dealer_dsc": "You traffic in important items—relics, artifacts, and more. But you aren’t just putting money away for a rainy day; you’ve got an empire to build!",
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"gourmand_label": "The Gourmand",
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"gourmand_dsc": "You are a master of turning ingredients into artful meals. But the best ingredients are in the wider Woodland—for your art, you’re willing to go anywhere and do anything.",
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"hunter_label": "The Hunter",
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"hunter_dsc": "You are a quick, intelligent foe of the great monsters of the Woodland. But the very skills that make you suited for addressing those threats make you a poor fit for anything else.",
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"nomad_label": "The Nomad",
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"nomad_dsc": "You aren’t from the Woodland; you’ve traveled far and wide in the wider world, and your journey has now brought you here. You seek to see all there is to see—and learn all there is to learn—in this strange land at war with itself.",
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"orphan_label": "The Orphan",
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"orphan_dsc": "You grew up alone, your parents lost in the war or simply unable to care for you. Now you’ve set out to find your own way, learning the ways of the forest and roads from the vagabonds who know them best.",
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"scourge_label": "The Scourge",
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"scourge_dsc": "You have been wronged by someone powerful, left for dead by your nemesis after they took everything from you. Now you pursue justice for yourself and others, no matter the cost.",
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"injury_label": "INJURY",
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"exhaustion_label": "EXHAUSTION",
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"depletion_label": "DEPLETION",
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"acrobatics_label": "Acrobatics",
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"blindside_label": "Blindside",
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"counterfeit_label": "Counterfeit",
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"disableDevice_label": "Disable Device",
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"hide_label": "Hide",
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"mastermind_label": "Mastermind",
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"setTrap_label": "Set Trap",
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"pickpocket_label": "Pickpocket",
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"sneak_label": "Sneak",
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"pickLock_label": "Pick Lock",
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"sleightOfHand_label": "Sleight of Hand",
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"coverUp_label": "Cover Up",
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"tracking_label": "Tracking",
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"useDevice_label": "Use Device",
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"activist_label": "ACTIVIST",
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"advocate_label": "ADVOCATE",
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"agent_label": "AGENT",
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"arsonist_label": "ARSONIST",
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"avenger_label": "AVENGER",
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"bandit_label": "BANDIT",
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"believer_label": "BELIEVER",
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"braggart_label": "BRAGGART",
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"combative_label": "COMBATIVE",
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"commander_label": "COMMANDER",
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"companion_label": "COMPANION",
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"competitive_label": "COMPETITIVE",
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"cowardly_label": "COWARDLY",
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"curious_label": "CURIOUS",
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"cynic_label": "CYNIC",
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"defender_label": "DEFENDER",
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"dutiful_label": "DUTIFUL",
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"exemplar_label": "EXEMPLAR",
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"explorer_label": "EXPLORER",
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"extrovert_label": "EXTROVERT",
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"generous_label": "GENEROUS",
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"glutton_label": "GLUTTON",
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"gossip_label": "GOSSIP",
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"healer_label": "HEALER",
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"hero_label": "HERO",
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"historian_label": "HISTORIAN",
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"hustler_label": "HUSTLER",
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"improviser_label": "IMPROVISER",
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"inspiring_label": "INSPIRING",
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"kleptomaniac_label": "KLEPTOMANIAC",
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"legend_label": "LEGEND",
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"loner_label": "LONER",
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"martyr_label": "MARTYR",
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"merchant_label": "MERCHANT",
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"muckraker_label": "MUCKRAKER",
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"observer_label": "OBSERVER",
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"peacemaker_label": "PEACEMAKER",
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"perfectionist_label": "PERFECTIONIST",
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"pilgrim_label": "PILGRIM",
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"populist_label": "POPULIST",
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"punisher_label": "PUNISHER",
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"radical_label": "RADICAL",
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"rebellious_label": "REBELLIOUS",
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"rogue_label": "ROGUE",
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"schemer_label": "SCHEMER",
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"scion_label": "SCION",
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"survivor_label": "SURVIVOR",
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"sworn_label": "SWORN",
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"trailblazer_label": "TRAILBLAZER",
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"vain_label": "VAIN",
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"ambition_label": "AMBITION",
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"antimilitarist_label": "ANTIMILITARIST",
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"atonement_label": "ATONEMENT",
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"chaos_label": "CHAOS",
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"cleanPaws_label": "CLEAN PAWS",
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||
"crime_label": "CRIME",
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||
"development_label": "DEVELOPMENT",
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||
"devotion_label": "DEVOTION",
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||
"discord_label": "DISCORD",
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||
"discovery_label": "DISCOVERY",
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||
"espritDeCorps_label": "ESPRIT DE CORPS",
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||
"folkhero_label": "FOLK HERO",
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||
"freedom_label": "FREEDOM",
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||
"glory_label": "GLORY",
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||
"greed_label": "GREED",
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||
"infamy_label": "INFAMY",
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||
"justice_label": "JUSTICE",
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||
"loyalty_label": "LOYALTY",
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||
"mysteries_label": "MYSTERIES",
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||
"partisan_label": "PARTISAN",
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||
"principles_label": "PRINCIPLES",
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||
"protection_label": "PROTECTION",
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||
"revenge_label": "REVENGE",
|
||
"thrills_label": "THRILLS",
|
||
"traveler_label": "TRAVELER",
|
||
"wanderlust_label": "WANDERLUST",
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||
"wanted_label": "WANTED",
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||
"sterlingReputation_label": "Sterling Reputation",
|
||
"sterlingReputation_dsc": "Whenever you <b>mark any amount of prestige with a faction</b>, mark one additional prestige. When you <b>mark any amount of notoriety with a faction</b>, you can instead clear an equivalent amount of marked prestige.",
|
||
"subduingStrikes_label": "Subduing Strikes",
|
||
"subduingStrikes_dsc": "When you <b>aim to subdue an enemy quickly and nonlethally</b>, you can <b>engage in melee</b> with Cunning instead of Might. You cannot choose to inflict serious harm if you do.",
|
||
"talonOnThePulse_label": "Talon on the Pulse",
|
||
"talonOnThePulse_dsc": "When you <b>gather information about the goings-on in a clearing</b>, roll with Cunning. On a 10+, ask 3. On a 7-9, ask 2.<ul><li>Who holds power in this clearing?</li><li>Who is the local dissident?</li><li>What are the denizens afraid of?</li><li>What do the denizens hope for?</li><li>What opportunities exist for enterprising vagabonds?</li></ul>On a miss, your questions tip off someone dangerous.",
|
||
"orator_label": "Orator",
|
||
"orator_dsc": "When you <b>give a speech to interested denizens of a clearing</b>, say what you are motivating them to do and roll with Charm. On a hit, they will move to do it as they see fit. On a 10+, choose 2. On a 7-9, choose 1.<ul><li>They don’t try to take your intent too far</li><li>They don’t disband at the first sign of real resistance</li><li>They don’t demand you stand at their head and lead</li></ul>On a miss, they twist your message in unpredictable ways.",
|
||
"wellRead_label": "Well-Read",
|
||
"wellRead_dsc": "Take +1 Cunning (max +3).",
|
||
"fastFriends_label": "Fast Friends",
|
||
"fastFriends_dsc": "When you <b>try to befriend an NPC you’ve just met by matching their personality, body language, and desires</b>, mark exhaustion and roll with Cunning. On a hit, they’ll look upon you favorably—ask them any one noncompromising question and they’ll answer truthfully, or request a simple favor and they’ll do it for you. On a 10+, they really like you—they’ll share a valuable secret or grant you a serious favor instead. On a miss, you read them totally wrong, and their displeasure costs you.",
|
||
"brute_label": "Brute",
|
||
"brute_dsc": "Take +1 Might (max +3).",
|
||
"carryABigStick_label": "Carry a Big Stick",
|
||
"carryABigStick_dsc": "When you <b>use words to pause an argument or violent conflict between others</b>, roll with Charm. On a hit, they choose: mark 2-exhaustion and keep going, or stop for now. On a 10+, take +1 ongoing to dealing with them peacefully. On a miss, NPCs turn their anger to you, and PCs take +1 ongoing against you for the scene.",
|
||
"crashAndSmash_label": "Crash and Smash",
|
||
"crashAndSmash_dsc": "When you <b>smash your way through scenery to reach someone or something</b>, roll with Might. On a hit, you reach your target. On a 10+, choose 1. On a 7–9, choose 2.<ul><li>You hurt yourself: mark injury</li><li>You break an important part of your surroundings</li><li>You damage or leave behind a piece of gear (GM’s choice)</li></ul>On a miss, you smash through, but you leave yourself totally vulnerable on the other side.",
|
||
"hardy_label": "Hardy",
|
||
"hardy_dsc": "Take 1 additional injury box. Whenever time passes or you journey to a new clearing, you can clear 2 injury boxes automatically.",
|
||
"strongDraw_label": "Strong Draw",
|
||
"strongDraw_dsc": "When you <b>target someone</b> with a bow, mark wear on the bow to roll with Might. On a hit, mark exhaustion to inflict 1 additional injury. Mark exhaustion again to make your shot ignore the enemy’s armor—they cannot mark wear to absorb the injury.",
|
||
"guardian_label": "Guardian",
|
||
"guardian_dsc": "When you <b>defend someone or something from an immediate NPC or environmental threat</b>, roll with Might. On a hit, you keep them safe and choose one. On a 7–9, it costs: expose yourself to danger or escalate the situation.<ul><li>Draw the attention of the threat; they focus on you now</li><li>Put the threat in a vulnerable spot; take +1 forward to counterstrike</li><li>Push the threat back; you and your protectee have a chance to maneuver or flee</li></ul>On a miss, you take the full brunt of the blow intended for your protectee, and the threat has you where it wants you.",
|
||
"crossCountry_label": "Cross Country",
|
||
"crossCountry_dsc": "Take one extra box of exhaustion. When <b>your exhaustion track is full and you must mark exhaustion</b>, you may choose to mark an equivalent amount of injury instead of being removed from the situation or going unconscious.",
|
||
"parkour_label": "Parkour",
|
||
"parkour_dsc": "When you <b>dash your way through a chaotic scene or fight</b>, roll with Finesse. On a 10+, hold 3. On a 7-9, hold 2. Spend your hold 1-for-1 to dash to something within sight and reach without being stopped, or to dash away from something nearby without being stopped. You can dash away from an enemy even at the moment they attack. On a miss, your surroundings trip you up, and you’re caught in place while danger closes in.",
|
||
"fleetOfFootAndHand_label": "Fleet of Foot and Hand",
|
||
"fleetOfFootAndHand_dsc": "Take +1 Finesse (max +3).",
|
||
"travelerExtraordinaire_label": "Traveler Extraordinaire",
|
||
"travelerExtraordinaire_dsc": "When you <b>travel along the paths to another clearing</b>, you can always give +1 to the roll or clear 2-exhaustion, your choice. When you <b>travel through the forest to another clearing</b>, you can always give +1 to the roll or clear 2-depletion, your choice. In both cases, before you arrive at the next clearing, you can ask the GM any two questions about the next clearing, based on what you remember from your last time through.",
|
||
"dontShootTheMessenger_label": "Don’t Shoot the Messenger",
|
||
"dontShootTheMessenger_dsc": "Take the <i>Counterfeit</i> roguish feat (it does not count against your limit.) When you pretend to be an innocuous messenger carrying a missive of import to trick someone, roll with Luck instead of Cunning.",
|
||
"smugglersPathy_label": "Smuggler’s Path",
|
||
"smugglersPathy_dsc": "You’ve got a good sense for finding secret paths and doors. When you <b>spend time looking for a secret way in or out of a place that might have one</b>, mark exhaustion and roll with Luck. On a hit, you find a hidden path—the GM will detail it and to where it leads. On a 10+, there’s something along or inside the path of value to you—the GM will tell you what. On a miss, you find a secret path...and someone else is using it right this second. They probably won’t be happy you found their secret.",
|
||
"silentPaws_label": "Silent Paws",
|
||
"silentPaws_dsc": "You are adept at slipping into and out of dangerous situations without anyone noticing. When you <b>attempt a roguish feat</b> to sneak or hide, you can mark 2-exhaustion to shift a miss to a 7-9.",
|
||
"slipAway_label": "Slip Away",
|
||
"slipAway_dsc": "When you <b>take advantage of an opening to escape from a dangerous situation</b>, roll with Finesse. On a hit, you get away. On a 10+, choose 1. On a 7-9, choose 2:<ul><li>You suffer injury or exhaustion (GM’s choice) during your escape</li><li>You end up in another dangerous situation</li><li>You leave something important behind</li></ul>On a miss, you escape, but it costs you—mark injury or exhaustion, GM’s choice—and you leave ample evidence behind for your foes to track and follow you.",
|
||
"poisonsAndAntidotes_label": "Poisons and Antidotes",
|
||
"poisonsAndAntidotes_dsc": "You have expertise in the poisons and antidotes of the Woodland. When you <b>brew a poison</b>, mark depletion and say what effect you want it to have: sleep, weakness, inebriation, or death. Any poison you make requires ingestion or injection; you can use the poison on your weapon or put it in your target’s food or drink. When you <b>study a poison or its effects to make an antidote</b>, the GM will tell you what special ingredient you’ll need. Get the ingredient and mark depletion to brew the antidote.",
|
||
"forager_label": "Forager",
|
||
"forager_dsc": "When you travel or pass into a forest, before making any travel move, you can clear your choice of:<ul><li>Up to 3-depletion</li><li>Up to 2-exhaustion</li><li>Up to 2-injury</li></ul>",
|
||
"threateningVisage_label": "Threatening Visage",
|
||
"threateningVisage_dsc": "When you <b>persuade an NPC</b> with open threats or naked steel, roll with Might instead of Charm.",
|
||
"dirtyFighter_label": "Dirty Fighter",
|
||
"dirtyFighter_dsc": "Take two of the following weapon skills: <i>Trick Shot, Confuse Senses, Improvise Weapon, Disarm, Vicious Strike</i>. None of the skills you take with this move count against your maximum for advancement.",
|
||
"alwaysArmed_label": "Always Armed",
|
||
"alwaysArmed_dsc": "Take the weapon skill <i>Improvise a Weapon</i> (it does not count against your limit). When you deal harm with an improvised weapon, deal +1 harm.",
|
||
"knowingALordsWill_label": "Knowing a Lord’s Will"
|
||
} |