The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.
+
+
+ WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.
+
+
diff --git a/Barbarians Of Lemuria - Mythic/ReadMe.md b/Barbarians Of Lemuria - Mythic/ReadMe.md
index 5fbaa016cc59..f2b8c237a12d 100644
--- a/Barbarians Of Lemuria - Mythic/ReadMe.md
+++ b/Barbarians Of Lemuria - Mythic/ReadMe.md
@@ -6,7 +6,7 @@ Graphic design is based on the french edition.
Background image courtesy of [Emmanuel Roudier](http://roudier-neandertal.blogspot.fr/), lead artist on BoL:Mythic, french edition.
# Current version
-1.3 [Screenshot](bolm.jpg)
+1.4 [Screenshot](bolm.jpg)
The sheet has integrated rolls (with chat roll templates).
Every roll as a PC or NPC asks for, at least, a modifier (default 0).
@@ -23,11 +23,15 @@ Due to some temporary technical translation limitations of Roll20, the french ve
# Release notes
-##v1.3 (2017-01-13)
+## v1.4 (2017-06-06)
-* Added (unofficial) German translation, by Marc M. (id 4134)
+* Updated (official) German translation, by Marc M. (Roll20 Id 4134)
-##v1.2 (2017-01-02)
+## v1.3 (2017-01-13)
+
+* Added (unofficial) German translation, by Marc M. (Roll20 Id 4134)
+
+## v1.2 (2017-01-02)
* Added an NPC mode and a Beast mode (NPC) to the sheet :
* in NPC mode, the sheet is identical to the PC sheet but all rolls are whispered to the gm.
@@ -39,11 +43,11 @@ Due to some temporary technical translation limitations of Roll20, the french ve
* Fix design overlays
* Correct french translation in the weapons damage list
-##v1.1 (2016-12-20)
+## v1.1 (2016-12-20)
* Bug fix: Agility penalty due to Armour and/or Shield was not applied to attack rolls using Agility (Melee or Ranged)
* Bug fix: Damage rolls using Half Strength were not properly calculated with negative Strength
-##v1.0 (2016-12-08)
+## v1.0 (2016-12-08)
Creation of the sheet.
diff --git a/Barbarians Of Lemuria - Mythic/sheet.json b/Barbarians Of Lemuria - Mythic/sheet.json
index 9635a0798e7e..6184d3ca390c 100644
--- a/Barbarians Of Lemuria - Mythic/sheet.json
+++ b/Barbarians Of Lemuria - Mythic/sheet.json
@@ -4,5 +4,6 @@
"authors": "Natha",
"roll20userid": "75857",
"preview": "bolm.jpg",
- "instructions": "Character sheet for Barbarians of Lemuria - Mythic Edition, in [english](http://barbariansoflemuria.webs.com/), [french](http://www.ludospherik.fr/content/14-barbarians-of-lemuria) and german. [Readme](https://github.com/Roll20/roll20-character-sheets/blob/master/Barbarians%20Of%20Lemuria%20-%20Mythic/ReadMe.md). v1.3 (2017-01-13)"
+ "instructions": "Character sheet for Barbarians of Lemuria - Mythic Edition, in [english](http://barbariansoflemuria.webs.com/), [french](http://www.ludospherik.fr/content/14-barbarians-of-lemuria) and [german](http://truant.com/spiele/rollenspiele). [Readme](https://github.com/Roll20/roll20-character-sheets/blob/master/Barbarians%20Of%20Lemuria%20-%20Mythic/ReadMe.md). v1.4 (2017-06-06)."
+ ,"tipeee":"https://www.tipeee.com/natharoll20"
}
diff --git a/Barbarians Of Lemuria - Mythic/translations/de.json b/Barbarians Of Lemuria - Mythic/translations/de.json
index dc593d90556c..89776078a885 100644
--- a/Barbarians Of Lemuria - Mythic/translations/de.json
+++ b/Barbarians Of Lemuria - Mythic/translations/de.json
@@ -30,25 +30,25 @@
"attributes":"Attribute",
"beast":"Kreatur",
"beast-character":"Kreatur (NSC)",
- "bonus":"Bonus",
+ "bonus":"Vorteil",
"boon":"Gabe",
"boons":"Gaben",
"career-rank":"Rang der Laufbahn",
"careers":"Laufbahnen",
"colossal":"Kolossal",
"combat-abilities":"Kamffähigkeiten",
- "craft":"Alchemie",
+ "craft":"Alchimie",
"craft-points-current":"Aktuelle Herstellungspunkte",
"craft-points-max":"Maximale Herstellungspunkte",
"creature-size":"Kreaturengröße",
"d3":"W3",
"d6":"W6",
- "d6h":"W6H",
- "d6hb":"W6H Vorteilswürfel",
+ "d6h":"W6V",
+ "d6hb":"W6V Vorteilswürfel",
"d6l":"W6N",
"damage":"Schaden",
"damage-dice":"Schadenswürfel",
- "damage-reduction":"Schaden Veringerung",
+ "damage-reduction":"Schadensminderung",
"defence":"Verteidigung",
"enormous":"Enorm",
"equipment":"Ausrüstung",
@@ -96,7 +96,7 @@
"mind":"Verstand",
"mind-roll":"Verstand Wurf",
"mind-roll-bonus-die":"Verstand Wurf mit Vorteilswürfel",
- "mind-roll-penalty-die":"Verstandwurf mit Nachteilswürfel",
+ "mind-roll-penalty-die":"Verstand Wurf mit Nachteilswürfel",
"misc":"Sonstiges",
"name":"Name",
"non-player-character":"Nicht-Spieler-Charakter (NSC)",
diff --git a/Barbarians Of Lemuria - Mythic/translations/pt.json b/Barbarians Of Lemuria - Mythic/translations/pt.json
index 21b5b25e1f8f..95527824ed92 100644
--- a/Barbarians Of Lemuria - Mythic/translations/pt.json
+++ b/Barbarians Of Lemuria - Mythic/translations/pt.json
@@ -128,7 +128,7 @@
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"strengthhalf":"Half-Strength",
"success":"Success!",
- "target-defence":"Target's defence",
+ "target-defence":"Defesa do alvo",
"tiny":"Tiny",
"traits":"Traits",
"very-large":"Very large",
diff --git a/Basic Fantasy RPG - Expanded/Readme.md b/Basic Fantasy RPG - Expanded/Readme.md
index b000f9f8d642..5a01742ff3d9 100644
--- a/Basic Fantasy RPG - Expanded/Readme.md
+++ b/Basic Fantasy RPG - Expanded/Readme.md
@@ -33,5 +33,9 @@ March 2 - Removed unneeded sheetworker script.
March 10 - Removed all sheetworkers and add some additional UI.
+April 9 - Added additional modifier fields and tweaked the UI some.
+
+April 18 - updated the preview image and the jason file to reflect it.
+
**Credit Where Credit is Due**
The CSS and much of the layout is lifted from the work of allenmaher's BECMI sheet who lifted the excellent work of John Myles (@Actoba on roll20) and the 5e Dungeons and Dragons sheet.
diff --git a/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded-preview.jpg b/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded-preview.jpg
index e8f825d8c46e..050f5650fa9a 100644
Binary files a/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded-preview.jpg and b/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded-preview.jpg differ
diff --git a/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded-preview.png b/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded-preview.png
deleted file mode 100644
index aecad7b417c3..000000000000
Binary files a/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded-preview.png and /dev/null differ
diff --git a/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded.html b/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded.html
index c0ad21750cbe..f49b68015ae1 100644
--- a/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded.html
+++ b/Basic Fantasy RPG - Expanded/bfrpgsheet-expanded.html
@@ -4,7 +4,7 @@
-
+
Character Name
Class
@@ -12,19 +12,19 @@
-
- Main
-
+
+ Main
+
Abilities
-
- Optionals
-
+
+ Optionals
+
Combat
-
+
Spellbook
-
+
Equipment
-
+
Show All
@@ -32,7 +32,7 @@
+
+
diff --git a/Black Hack/BlackHack.png b/Black Hack/BlackHack.png
new file mode 100644
index 000000000000..1b3491cdd7bb
Binary files /dev/null and b/Black Hack/BlackHack.png differ
diff --git a/Black Hack/sheet.json b/Black Hack/sheet.json
new file mode 100644
index 000000000000..2cc6d387cf3e
--- /dev/null
+++ b/Black Hack/sheet.json
@@ -0,0 +1,10 @@
+{
+ "html": "BlackHack.html",
+ "css": "BlackHack.css",
+ "authors": "Plexsoup",
+ "roll20userid": "258125",
+ "preview": "BlackHack.png",
+ "compendium": "",
+ "instructions": "Character sheet for The Black Hack.",
+ "useroptions": []
+}
diff --git a/Blades in the Dark/README.md b/Blades in the Dark/README.md
index 4632a3bf72dd..c017b533e679 100644
--- a/Blades in the Dark/README.md
+++ b/Blades in the Dark/README.md
@@ -4,6 +4,38 @@ This is a character sheet for Blades in the Dark for use on Roll20.
## Changelog
+### 1.8
+* Extra rows of claims can now be added
+* Corrected minor typos
+* Internal changes to the sheet upgrade process to make it more robust for ancient sheets
+
+### 1.7
+* Change to auto-generated abilities/items/friends: they will now be deleted if you change playbook/crew type, unless they have been changed at some point
+* Small CSS adjustments
+* Change stash gained by crew advance to printed version
+
+### 1.6
+* Translation support for everything except fixed fields in roll templates
+* Crew-specific upgrades are now a repeating section, repeating upgrades moved to crew-specific upgrades, descriptions added to crew upgrades
+
+### 1.5
+* All items are now repeating
+* Optional description field added for all items (via settings menu)
+
+### 1.4
+* Changes for items; made playbook items a repeating section, and added options for non-playbook-items.
+* Entering a playbook or crew name will now automatically generate abilities and friends/contacts
+* Small fix for ghost/hull label for stress and trauma
+
+### 1.3
+* Added Vigilantes data
+
+### 1.2
+* Roll titles are moved to the roll template so they are no longer displayed as links
+* Fortune rolls will ask for bonus dice first to remedy confusion
+* Minor data fix for Bravos barracks claim
+* Fixed a bug where sometimes not all rows in a repeating section would be created
+
### 1.1
* Some small visual changes, mostly around boxes for stress/rep/heat/coin/stash
* Maximum number of stress boxes increased to 14
diff --git a/Blades in the Dark/Source/character.html b/Blades in the Dark/Source/character.html
index 84b7fd4aee95..b4fe0b019bc7 100644
--- a/Blades in the Dark/Source/character.html
+++ b/Blades in the Dark/Source/character.html
@@ -8,16 +8,16 @@
- You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).
+ You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).
-
- Functions
- Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
+
+ Functions
+ Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
- Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
- Indulge Vice
+ Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
+ Indulge Vice
- Recovery
- Get treatment in downtime to activate your healing project clock â–º
+ Recovery
+ Get treatment in downtime to activate your healing project clock â–º
- Progress
+ Progress0
@@ -269,21 +269,21 @@
-
Armor
+
Armor
-
+Heavy
+
+Heavy
-
Special
+
Special
@@ -295,7 +295,7 @@
-
Coin
+
Coin
@@ -312,7 +312,7 @@
-
Stash
+
Stash
@@ -410,14 +410,14 @@
-
Special Abilities
+
Special Abilities
-
-
+
+
@@ -425,7 +425,7 @@
-
Mark XP:
+
Mark XP:
@@ -454,25 +454,25 @@
-
Playbook Advancement
+
Playbook Advancement
-
Every time you roll a desperate action, mark xp in that action's attribute.
-
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
+
Every time you roll a desperate action, mark xp in that action's attribute.
+
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
-
+
-
+
-
+
-
+
@@ -481,71 +481,71 @@
-
Teamwork
+
Teamwork
- Assist a teammate
+ Assist a teammate
- Lead a group action
+ Lead a group action
- Protect a teammate
+ Protect a teammate
- Set up a teammate
+ Set up a teammate
-
Gather Information
+
Gather Information
-
-
-
-
-
-
-
What's really going on here?
+
+
+
+
+
+
+
What's really going on here?
-
Strictures
+
Strictures
- When you gain a new vampire trait (except veteran), add a stricture.
+ When you gain a new vampire trait (except veteran), add a stricture.
- Slumber:
- In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).
+ Slumber:
+ In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).
- Forbidden:
- You cannot enter a private residence without permission from the owner.
+ Forbidden:
+ You cannot enter a private residence without permission from the owner.
- Repelled:
- Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)
+ Repelled:
+ Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)
- Bestial:
- When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.
+ Bestial:
+ When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.
- Bound:
- Your spirit must remain in this body, or be destroyed.
+ Bound:
+ Your spirit must remain in this body, or be destroyed.
@@ -557,14 +557,14 @@
- Load
+ Load
- Light
+ Light
@@ -572,7 +572,7 @@
- Normal
+ Normal
@@ -580,223 +580,114 @@
- Heavy
+ Heavy
- Items
- (italics don't count for load)
+ Items
+ (italics don't count for load)
-
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+ How much load?
+
+
+
+ bold
+
+ OK
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
+
+
-
+
-
+
-
+
-
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
-
-
+
+
+
+
+ How much load?
+
+
+
+ short
+
+ OK
+
+
+
+
+
+
+
+
-
-
+
+
+
+
+
+
+
+
-
+
@@ -804,10 +695,10 @@
- Alchemicals
+ Alchemicals
- Bandolier
+ Bandolier
@@ -818,7 +709,7 @@
- Bandolier
+ Bandolier
@@ -829,52 +720,52 @@
- When you use a bandolier slot, choose an alchemical:
+ When you use a bandolier slot, choose an alchemical:
-
Alcahest
-
Binding Oil
-
Drift Oil
-
Drown Powder
-
Eyeblind Poison
-
Fire Oil
-
Grenade
-
Quicksilver
-
Skullfire Poison
-
Smoke Bomb
-
Spark (drug)
-
Standstill Poison
-
Trance Powder
+
Alcahest
+
Binding Oil
+
Drift Oil
+
Drown Powder
+
Eyeblind Poison
+
Fire Oil
+
Grenade
+
Quicksilver
+
Skullfire Poison
+
Smoke Bomb
+
Spark (drug)
+
Standstill Poison
+
Trance Powder
-
Planning & Load
+
Planning & Load
- Choose a plan, provide the detail.
+ Choose a plan, provide the detail.
- Choose your load limit for the operation.
+ Choose your load limit for the operation.
- Assault: Point of attack
+ Assault: Point of attack
diff --git a/Blades in the Dark/Source/crew.html b/Blades in the Dark/Source/crew.html
index cad957a79ffc..9b5ff4253c04 100644
--- a/Blades in the Dark/Source/crew.html
+++ b/Blades in the Dark/Source/crew.html
@@ -6,15 +6,15 @@
-
Crew sheet
+
Crew sheet
-
+
-
+
@@ -23,31 +23,37 @@
- Name
+ Name
- Reputation
+ Reputation
- Lair
+ Lair
-
-
+
+
- Deity
+ Deity
-
+
+
- Deity Features
+ Deity Features
+
+
+
+
+ Origin
-
Rep
+
Rep
@@ -100,18 +106,18 @@
-
Turf
+
Turf
-
Hold
+
Hold
-
Weak
+
Weak
@@ -120,7 +126,7 @@
-
Strong
+
Strong
@@ -129,7 +135,7 @@
- Tier
+ Tier
@@ -144,7 +150,7 @@
-
+
@@ -262,7 +268,7 @@
-
Lair
+
Lair
@@ -380,6 +386,97 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -387,7 +484,7 @@
-
Heat
+
Heat
@@ -417,7 +514,7 @@
- Wanted
+ Wanted
@@ -444,10 +541,10 @@
-
Coin
+
Coin
-
Vaults
+
Vaults
@@ -492,20 +589,20 @@
- Upon crew advance, each PC gets +1 Stash (+2 per Tier)
+ Upon crew advance, each PC gets +1 Stash (+2 per Tier)
-
Special Abilities
+
Special Abilities
-
-
+
+
@@ -513,7 +610,7 @@
-
Mark XP:
+
Mark XP:
@@ -536,22 +633,22 @@
-
Crew Advancement
+
Crew Advancement
-
At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
+
At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
-
+
-
+
-
Contend with challenges above your current station.
-
Bolster your crew's reputation or develop a new one.
-
Express the goals, drives, inner conflict, or essential nature of the crew.
+
Contend with challenges above your current station.
+
Bolster your crew's reputation or develop a new one.
+
Express the goals, drives, inner conflict, or essential nature of the crew.
@@ -562,191 +659,236 @@
- Crew Upgrades
+ Crew Upgrades
-
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+ How many boxes?
+
+
+
+ tall
+
+ OK
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
- Lair
+ Lair
- Quality
+ Quality
-
+
-
+
-
+
+
+
+
-
+
+
+
+
-
+
-
+
-
+
-
+
+
+
+
-
+
+
+
+
-
+
-
+
+
+
+
-
+
-
+
-
+
+
+
+
-
+
+
+
+
-
+
-
+
+
+
+
-
+
-
+
-
+
-
+
+
+
+
-
+
+
+
+
-
+
-
+
+
+
-
+
+
-
+
-
+
-
+
+
+
+
-
+
+
+
+
-
+
- Training
+ Training
- Cohorts
+ Cohorts
-
+
-
+
+
+
+
- Upgrade Costs
+ Upgrade Costs
-
+
+
+
+
-
+
- New Cohort: 2
+ New Cohort: 2
-
+
+
+
+
-
+
- Add Type: 2
+ Add Type: 2
-
+
-
+
+
+
+
-
+
-
+
-
+
-
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
+
+
@@ -755,7 +897,7 @@
-
+
@@ -763,7 +905,7 @@
- Roll
+ Roll
@@ -771,41 +913,41 @@
- Gang
+ Gang
- Elite
+ Elite
- Expert
+ Expert
-
+
-
Weak
+
Weak
-
Impaired
+
Impaired
-
Broken
+
Broken
-
Armor
+
Armor
@@ -813,11 +955,11 @@
-
Edges
+
Edges
-
Flaws
+
Flaws
@@ -830,7 +972,7 @@
-
+
@@ -838,19 +980,19 @@
- Roll
+ Roll
- Gang
+ Gang
- Gang
+ Gang
- Elite
+ Elite
- Expert
+ Expert
\ No newline at end of file
diff --git a/Blades in the Dark/Source/faction.html b/Blades in the Dark/Source/faction.html
index 5644178eb29a..02f93fa205e0 100644
--- a/Blades in the Dark/Source/faction.html
+++ b/Blades in the Dark/Source/faction.html
@@ -2,19 +2,19 @@
-
+
- Generate Factions
+ Generate Factions
-
- Tier
- Hold
- Status
+
+ Tier
+ Hold
+ Status
@@ -24,16 +24,16 @@
-
+
-
- Tier
- Hold
- Status
+
+ Tier
+ Hold
+ Status
@@ -43,16 +43,16 @@
-
+
-
- Tier
- Hold
- Status
+
+ Tier
+ Hold
+ Status
@@ -62,14 +62,14 @@
-
+
-
- Tier
- Hold
- Status
+
+ Tier
+ Hold
+ Status
@@ -79,16 +79,16 @@
-
+
-
- Tier
- Hold
- Status
+
+ Tier
+ Hold
+ Status
@@ -98,23 +98,23 @@
-
+
-
War
+
War
-
When you're at war with any number of factions (status -3), the following penalties apply:
-
Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
-
PCs get only one free downtime action instead of two.
-
Take +1 heat from each score.
-
Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
+
When you're at war with any number of factions (status -3), the following penalties apply:
+
Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
+
PCs get only one free downtime action instead of two.
+
Take +1 heat from each score.
+
Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
-
+
diff --git a/Blades in the Dark/Source/rolltemplate.css b/Blades in the Dark/Source/rolltemplate.css
index 9b16206d6f15..40f1e49c7038 100644
--- a/Blades in the Dark/Source/rolltemplate.css
+++ b/Blades in the Dark/Source/rolltemplate.css
@@ -15,7 +15,7 @@
height: 258px;
}
.sheet-rolltemplate-bitd .sheet-roll-fortune {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/rolltemplate/rolltemplate-fortune.jpg);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/rolltemplate/rolltemplate-fortune.jpg);
background-position: bottom right;
background-repeat: no-repeat;
background-color: white;
@@ -25,13 +25,13 @@
/* Background images */
.sheet-rolltemplate-bitd .sheet-roll-action {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/rolltemplate/rolltemplate-action.gif);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/rolltemplate/rolltemplate-action.gif);
}
.sheet-rolltemplate-bitd .sheet-roll-resist {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/rolltemplate/rolltemplate-resist.jpg);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/rolltemplate/rolltemplate-resist.jpg);
}
.sheet-rolltemplate-bitd .sheet-roll-vice {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/rolltemplate/rolltemplate-vice.jpg);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/rolltemplate/rolltemplate-vice.jpg);
}
/* Images */
@@ -98,6 +98,25 @@
padding-left: 30px;
padding-top: 7px;
}
+.sheet-rolltemplate-bitd .sheet-roll-title span {
+ color: white;
+ letter-spacing: 2px;
+ font-family: "Hoefler Text",Georgia,"Baskerville Old Face",Garamond,"Times New Roman",serif;
+ text-transform: uppercase;
+}
+.sheet-rolltemplate-bitd .sheet-roll-fortune .sheet-roll-title span {
+ color: black;
+}
+.sheet-rolltemplate-bitd .sheet-roll-resist .sheet-roll-title span,
+.sheet-rolltemplate-bitd .sheet-roll-vice .sheet-roll-title span {
+ line-height: 24px;
+ font-size: 24px;
+}
+.sheet-rolltemplate-bitd .sheet-roll-action .sheet-roll-title span,
+.sheet-rolltemplate-bitd .sheet-roll-fortune .sheet-roll-title span {
+ line-height: 33px;
+ font-size: 30px;
+}
/* Zerodice dice holder */
.sheet-rolltemplate-bitd .sheet-zerodice1 {
diff --git a/Blades in the Dark/Source/rolltemplate.html b/Blades in the Dark/Source/rolltemplate.html
index c975154847a4..d43bd68c6385 100644
--- a/Blades in the Dark/Source/rolltemplate.html
+++ b/Blades in the Dark/Source/rolltemplate.html
@@ -3,7 +3,30 @@
Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.
{{/short}}{{/resist}}
- {{#vice}}{{^short}}
Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.
{{/short}}{{/vice}}
+ {{#resist}}{{^short}}
Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.
{{/short}}{{/resist}}
+ {{#vice}}{{^short}}
Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.
{{/short}}{{/vice}}
{{#notes}}
{{notes}}
{{/notes}}
diff --git a/Blades in the Dark/Source/sheet.css b/Blades in the Dark/Source/sheet.css
index 29165b2dbbf2..74fae9da6be5 100644
--- a/Blades in the Dark/Source/sheet.css
+++ b/Blades in the Dark/Source/sheet.css
@@ -42,7 +42,6 @@ input.sheet-type-selector {
span.sheet-type-selector {
border: solid 1px #a7a7a7;
text-align: center;
- display: inline-block;
background: #cccccc;
color: #3f3f3f;
width: 170px;
@@ -52,18 +51,15 @@ span.sheet-type-selector {
letter-spacing: 1px;
font-family: serif;
font-weight: 600;
+ display: none;
}
input.sheet-type-selector:hover ~ span {
color: red;
}
-input.sheet-type-selector[value="character"]:checked ~ span::before {
- content: "Character Mode";
-}
-input.sheet-type-selector[value="crew"]:checked ~ span::before {
- content: "Crew Mode";
-}
-input.sheet-type-selector[value="faction"]:checked ~ span::before {
- content: "Faction Mode";
+input.sheet-type-selector[value="character"]:checked ~ span.sheet-type-selector-character,
+input.sheet-type-selector[value="crew"]:checked ~ span.sheet-type-selector-crew,
+input.sheet-type-selector[value="faction"]:checked ~ span.sheet-type-selector-faction {
+ display: inline-block;
}
/* SETTINGS */
input:checked + .sheet-settings {
@@ -132,12 +128,6 @@ input.sheet-xp-hider + li {
input.sheet-xp-hider:checked + li {
display: list-item;
}
-.sheet-show-deity {
- display: none;
-}
-input.sheet-show-deity:checked ~ div.sheet-show-deity {
- display: block;
-}
input.sheet-hidediv + div {
display: none;
}
@@ -169,9 +159,10 @@ label {
margin: 0;
}
div {
+ cursor: default;
box-sizing: border-box;
}
-input[type="text"] {
+input[type=text] {
font-family: Georgia, Times, "Times New Roman", serif;
border: none;
background: none;
@@ -189,9 +180,13 @@ textarea {
background: transparent;
color: black;
}
-li, li input[type="text"] {
+li {
+ cursor: default;
+}
+li, li input[type=text] {
font-family: Georgia, Times, "Times New Roman", serif;
position: relative;
+ color: #404040;
}
li:after {
background: black;
@@ -208,15 +203,16 @@ ul {
span {
font-family: Georgia, Times, "Times New Roman", serif;
color: black;
+ cursor: default;
}
-input[type="checkbox"], input[type="radio"] {
+input[type=checkbox], input[type=radio] {
opacity: 0;
z-index: 1;
margin: 0;
padding: 0;
position: absolute;
}
-input[type="checkbox"] + span, input[type="radio"] + span {
+input[type=checkbox] + span, input[type=radio] + span {
cursor: pointer;
}
input[type=number] {
@@ -363,7 +359,7 @@ span.sheet-inherit, input.sheet-inherit {
margin: 5px 0 0 1.5%;
}
/* FONT STYLES */
-.sheet-label, input[type="text"].sheet-label, textarea.sheet-label {
+.sheet-label, input[type=text].sheet-label, textarea.sheet-label {
text-transform: uppercase;
font-family: "Hoefler Text", Georgia, "Baskerville Old Face", Garamond, "Times New Roman", serif;
}
@@ -393,7 +389,7 @@ span.sheet-inherit, input.sheet-inherit {
}
.sheet-friend input[type=text] {
color: #6c6c6c;
- width: 137px;
+ width: calc(100% - 25px);
}
.sheet-contact input[type=text] {
color: #6c6c6c;
@@ -446,6 +442,12 @@ span.sheet-inherit, input.sheet-inherit {
width: 100%;
line-height: normal;
}
+.sheet-type-character .sheet-regularitems .repitem .sheet-item {
+ width: 187px;
+}
+.sheet-type-character .sheet-regularitems .repitem input[name="attr_short"]:checked ~ input[name="attr_expand"]:not(:checked) ~ .sheet-repeating-item {
+ width: 93.5px;
+}
.sheet-item.sheet-itemshort {
width: 50%;
}
@@ -453,38 +455,43 @@ span.sheet-inherit, input.sheet-inherit {
background-color: #d6d8d9;
}
.sheet-item input[type=text] {
- width: calc(100% - 21px);
+ width: calc(100% - 20px);
height: 16px;
- margin-left: 5px;
+ margin: 0 1px 0 4px;
padding: 3px 0;
font-size: 83%;
}
-.sheet-item textarea {
- width: calc(100% - 21px);
+.sheet-item textarea.sheet-upgradename {
+ width: calc(100% - 20px);
resize: none;
color: inherit;
position: relative;
top: 2px;
height: 18px;
font-size: 83%;
- margin-left: 5px;
+ margin: 0 1px 0 4px;
+ color: black;
}
-.sheet-item input.sheet-item-textarea-tall:checked + textarea {
+.sheet-item input.sheet-item-textarea-tall:checked + textarea.sheet-upgradename {
height: 36px;
}
-.sheet-item.sheet-item2box input[type=text] {
- width: calc(100% - 37px);
+.sheet-item.sheet-item2box input[type=text],
+.sheet-repeating-item input[type=checkbox][value="2"]:checked ~ input[type=text],
+.sheet-repeating-item input[type=checkbox][value="2"]:checked ~ textarea.sheet-upgradename {
+ width: calc(100% - 35px);
}
-.sheet-item.sheet-item3box input[type=text] {
- width: calc(100% - 53px);
+.sheet-item.sheet-item3box input[type=text],
+.sheet-repeating-item input[type=checkbox][value="3"]:checked ~ input[type=text],
+.sheet-repeating-item input[type=checkbox][value="3"]:checked ~ textarea.sheet-upgradename {
+ width: calc(100% - 50px);
}
.sheet-item.sheet-item4box input[type=text] {
- width: calc(100% - 69px);
+ width: calc(100% - 65px);
}
-.sheet-item.sheet-itembold input[type=text] {
+.sheet-repeating-item input[type=checkbox][name="attr_bold"]:checked ~ input[type=text] {
font-weight: 800;
}
-.sheet-item.sheet-itemitalic input[type=text] {
+.sheet-repeating-item input[type=checkbox][value="0"]:checked ~ input[type=text] {
font-style: italic;
}
.sheet-item span.sheet-label {
@@ -509,11 +516,80 @@ span.sheet-inherit, input.sheet-inherit {
margin: 0 -1px 0 -2px;
border-top: 2px solid #838587;
}
+/* Repeating items*/
+.sheet-repeating-item input[type=checkbox][value="0"]:checked ~ .sheet-boxesgeq2,
+.sheet-repeating-item input[type=checkbox][value="1"]:checked ~ .sheet-boxesgeq2,
+.sheet-repeating-item input[type=checkbox][value="2"]:checked ~ .sheet-boxesgeq3 {
+ display: none;
+}
+.sheet-itemholder .repitem input[name="attr_boxes_chosen"]:checked + div,
+.sheet-itemholder .repitem input[name="attr_boxes_chosen"]:not(:checked) + div ~ div {
+ display: none;
+}
+.sheet-item .sheet-numboxes-chooser {
+ display: block;
+ float: right;
+}
+.sheet-item input[type=number] {
+ margin-right: 5px;
+ height: 18px;
+ padding: 0;
+ text-align: right;
+ width: 2.5em;
+ background-color: transparent;
+}
+.sheet-numboxes-chooser input {
+ width: 20px;
+ height: 18px;
+}
+.sheet-numboxes-chooser input:checked + span,
+.sheet-numboxes-chooser input:checked + span {
+ font-weight: 800;
+}
+.sheet-numboxes-chooser input + span:not(:last-child) {
+ margin-right: 5px;
+}
+.sheet-numboxes-chooser input + span {
+ border: 1px solid #AAA;
+ padding: 2px;
+}
+.sheet-type-character .sheet-regularitems .repitem {
+ display: inline-block;
+}
+.sheet-itemholder input[name="attr_setting_show_itemdesc"]:not(:checked) ~ div input.sheet-expand,
+.sheet-itemholder input[name="attr_setting_show_itemdesc"]:not(:checked) ~ div input.sheet-expand + span,
+.sheet-itemholder input[name="attr_setting_show_itemdesc"]:not(:checked) ~ div textarea:last-child {
+ display: none;
+}
+.sheet-itemholder input.sheet-expand {
+ width: 9px;
+ margin-top: 4px;
+ margin-left: -7px;
+ height: 9px;
+}
+.sheet-itemholder input.sheet-expand + span::before {
+ content: "â—€";
+}
+.sheet-itemholder .sheet-playbookitems textarea:last-child {
+ border-top: 1px solid darkgrey;
+}
+.sheet-itemholder textarea:last-child {
+ display: none;
+ border-top: 1px solid lightgray;
+ border-radius: 0;
+ resize: vertical;
+ line-height: 125%;
+ font-size: 83%;
+ height: 40px;
+}
+.sheet-itemholder input[name="attr_setting_show_itemdesc"]:checked ~ div input.sheet-expand:checked ~ textarea:last-child {
+ display: block;
+}
/* LOGO */
.sheet-bladeslogo {
height: 63px;
width: 95%;
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/logo.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/logo.png);
background-size: 102% auto;
background-repeat: no-repeat;
}
@@ -648,7 +724,7 @@ span.sheet-inherit, input.sheet-inherit {
height: inherit;
float: left;
}
-.sheet-playbook-title input[type="text"] {
+.sheet-playbook-title input[type=text] {
letter-spacing: -2px;
font-size: 274%;
font-weight: 800;
@@ -656,8 +732,7 @@ span.sheet-inherit, input.sheet-inherit {
.sheet-playbook-desc textarea {
box-sizing: border-box;
height: 50px;
- width: 112px;
- padding-top: 6px;
+ padding: 6px 3px 0 0;
font-size: 78%;
font-weight: 800;
letter-spacing: 1px;
@@ -666,7 +741,7 @@ span.sheet-inherit, input.sheet-inherit {
line-height: 145%;
}
/* HEADER */
-.sheet-header input[type="text"] {
+.sheet-header input[type=text] {
width: 100%;
border-bottom: 1px solid black;
border-radius: 0;
@@ -675,7 +750,7 @@ span.sheet-inherit, input.sheet-inherit {
margin: 3px 0 0;
color: #c43c35;
}
-.sheet-header .sheet-col55 input[type="text"] {
+.sheet-header .sheet-col55 input[type=text] {
width: 95%
}
.sheet-header label {
@@ -698,7 +773,7 @@ span.sheet-viceblurb {
z-index: 1;
height: 44px;
width: 44px;
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-0.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-0.png);
}
.sheet-recovery .sheet-clockpicture {
margin-left: 30.5%;
@@ -718,106 +793,106 @@ input[value="12"]:checked ~ .sheet-12clock,
display: block;
}
.sheet-8clock input[value="0"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-0.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-0.png);
}
.sheet-8clock input[value="1"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-1.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-1.png);
}
.sheet-8clock input[value="2"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-2.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-2.png);
}
.sheet-8clock input[value="3"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-3.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-3.png);
}
.sheet-8clock input[value="4"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-4.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-4.png);
}
.sheet-8clock input[value="5"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-5.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-5.png);
}
.sheet-8clock input[value="6"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-6.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-6.png);
}
.sheet-8clock input[value="7"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-7.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-7.png);
}
.sheet-8clock input[value="8"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock8-8.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock8-8.png);
}
.sheet-4clock input[value="0"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock4-0.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock4-0.png);
}
.sheet-4clock input[value="1"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock4-1.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock4-1.png);
}
.sheet-4clock input[value="2"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock4-2.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock4-2.png);
}
.sheet-4clock input[value="3"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock4-3.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock4-3.png);
}
.sheet-4clock input[value="4"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock4-4.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock4-4.png);
}
.sheet-6clock input[value="0"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock6-0.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock6-0.png);
}
.sheet-6clock input[value="1"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock6-1.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock6-1.png);
}
.sheet-6clock input[value="2"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock6-2.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock6-2.png);
}
.sheet-6clock input[value="3"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock6-3.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock6-3.png);
}
.sheet-6clock input[value="4"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock6-4.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock6-4.png);
}
.sheet-6clock input[value="5"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock6-5.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock6-5.png);
}
.sheet-6clock input[value="6"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock6-6.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock6-6.png);
}
.sheet-12clock input[value="0"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-0.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-0.png);
}
.sheet-12clock input[value="1"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-1.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-1.png);
}
.sheet-12clock input[value="2"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-2.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-2.png);
}
.sheet-12clock input[value="3"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-3.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-3.png);
}
.sheet-12clock input[value="4"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-4.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-4.png);
}
.sheet-12clock input[value="5"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-5.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-5.png);
}
.sheet-12clock input[value="6"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-6.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-6.png);
}
.sheet-12clock input[value="7"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-7.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-7.png);
}
.sheet-12clock input[value="8"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-8.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-8.png);
}
.sheet-12clock input[value="9"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-9.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-9.png);
}
.sheet-12clock input[value="10"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-10.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-10.png);
}
.sheet-12clock input[value="11"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-11.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-11.png);
}
.sheet-12clock input[value="12"]:checked ~ .sheet-clockpicture {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/clocks/clock12-12.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/clocks/clock12-12.png);
}
.sheet-clockprogress {
margin-top: 10px;
@@ -849,14 +924,14 @@ input[value="12"]:checked ~ .sheet-12clock,
input.sheet-text-input {
height: 11px;
}
-input.sheet-text-input[type="checkbox"] {
+input.sheet-text-input[type=checkbox] {
width: 52px;
margin-top: 1px;
}
-input.sheet-text-input[type="radio"] {
+input.sheet-text-input[type=radio] {
width: 20px;
}
-input.sheet-text-input.sheet-longoption[type="radio"] {
+input.sheet-text-input.sheet-longoption[type=radio] {
width: 64px;
}
input.sheet-text-input + span {
@@ -922,28 +997,28 @@ input.sheet-tooth:hover + span {
opacity: 0.7;
}
input.sheet-xptooth + span {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/xptooth-red.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/xptooth-red.png);
}
input.sheet-xptooth:checked ~ input.sheet-xptooth + span {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/xptooth-white.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/xptooth-white.png);
}
-input.sheet-stresstooth[type="radio"] + span,
-input.sheet-stresstooth[type="checkbox"]:checked + span,
+input.sheet-stresstooth[type=radio] + span,
+input.sheet-stresstooth[type=checkbox]:checked + span,
input.sheet-holdtooth:checked + span {
/* red tooth */
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/stresstooth-red.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/stresstooth-red.png);
}
-input.sheet-stresstooth[type="checkbox"] + span,
-input.sheet-stresstooth:checked ~ input.sheet-stresstooth[type="radio"] + span,
+input.sheet-stresstooth[type=checkbox] + span,
+input.sheet-stresstooth:checked ~ input.sheet-stresstooth[type=radio] + span,
input.sheet-holdtooth + span {
/* white tooth */
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/stresstooth-white.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/stresstooth-white.png);
}
-input.sheet-regulartooth[type="radio"] + span {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/shorttooth-red.png);
+input.sheet-regulartooth[type=radio] + span {
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/shorttooth-red.png);
}
-input.sheet-regulartooth:checked ~ input.sheet-regulartooth[type="radio"] + span {
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/shorttooth-grey.png);
+input.sheet-regulartooth:checked ~ input.sheet-regulartooth[type=radio] + span {
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/shorttooth-grey.png);
}
input.sheet-zero {
width: 13px;
@@ -955,30 +1030,30 @@ input.sheet-zero + span {
margin-right: 3px;
display: inline-block;
vertical-align: top;
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/zero.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/zero.png);
}
-input.sheet-zero[type="radio"]:checked + span {
+input.sheet-zero[type=radio]:checked + span {
display: none;
}
/* TURF RADIOS */
-.sheet-turfbox input[type="radio"] {
+.sheet-turfbox input[type=radio] {
display: block;
float: right;
position: initial;
width: 11px;
}
-input[type="checkbox"].sheet-turf1:checked ~ input[type="radio"].sheet-turf1 + span,
-input[type="checkbox"].sheet-turf2:checked ~ input[type="radio"].sheet-turf2 + span,
-input[type="checkbox"].sheet-turf3:checked ~ input[type="radio"].sheet-turf3 + span,
-input[type="checkbox"].sheet-turf4:checked ~ input[type="radio"].sheet-turf4 + span,
-input[type="checkbox"].sheet-turf5:checked ~ input[type="radio"].sheet-turf5 + span,
-input[type="checkbox"].sheet-turf6:checked ~ input[type="radio"].sheet-turf6 + span {
+input[type=checkbox].sheet-turf1:checked ~ input[type=radio].sheet-turf1 + span,
+input[type=checkbox].sheet-turf2:checked ~ input[type=radio].sheet-turf2 + span,
+input[type=checkbox].sheet-turf3:checked ~ input[type=radio].sheet-turf3 + span,
+input[type=checkbox].sheet-turf4:checked ~ input[type=radio].sheet-turf4 + span,
+input[type=checkbox].sheet-turf5:checked ~ input[type=radio].sheet-turf5 + span,
+input[type=checkbox].sheet-turf6:checked ~ input[type=radio].sheet-turf6 + span {
/* black tooth*/
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/stresstooth-black.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/stresstooth-black.png);
}
input.sheet-stresstooth:checked ~ input.sheet-stresstooth.sheet-turf6 + span {
/* half grey tooth */
- background-image: url(https://raw.githubusercontent.com/joesinghaus/Blades-in-the-Dark/master/Assets/teeth/stresstooth-halfgrey.png);
+ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/stresstooth-halfgrey.png);
}
/* SPECIAL ABILITIES*/
.sheet-specialability, .sheet-friend, .sheet-contact {
@@ -1044,7 +1119,7 @@ textarea.sheet-abilitydesc {
.sheet-harmrow > div:nth-child(2) > div:nth-child(2) {
border-left: 1px solid #d6d8d9;
}
-.sheet-harmrow input[type="text"] {
+.sheet-harmrow input[type=text] {
font-size: 92%;
padding: 15px 6px 6px;
color: #c43c35;
@@ -1189,7 +1264,7 @@ input.sheet-radiobox.sheet-last + span {
margin-bottom: 2px;
}
/* HUNTING GROUNDS */
-.sheet-hunting-grounds input[type="text"] {
+.sheet-hunting-grounds input[type=text] {
font-weight: 800;
line-height: 22px;
}
@@ -1249,9 +1324,12 @@ input.sheet-radiobox.sheet-last + span {
background-color: #cccccc;
}
.sheet-white-repcontrol button.repcontrol_edit, .sheet-white-repcontrol button.repcontrol_add {
- font-weight: 600;
background-color: white;
- margin-top: 12px;
+ margin-top: 10px;
+}
+.sheet-small-repcontrol button.repcontrol_edit, .sheet-small-repcontrol button.repcontrol_add,
+.sheet-white-repcontrol button.repcontrol_edit, .sheet-white-repcontrol button.repcontrol_add {
+ font-weight: 600;
font-size: 91%;
font-family: serif;
padding: 4px;
@@ -1259,6 +1337,10 @@ input.sheet-radiobox.sheet-last + span {
.itemcontrol {
z-index: 20;
}
+.sheet-itemholder .repcontrol_move, .sheet-itemholder .repcontrol_del {
+ padding-top: 0;
+ padding-bottom: 0;
+}
/* STRESS, REP, et cetera */
.sheet-hold, .sheet-stress > div, .sheet-rep > div, .sheet-hold > div, .sheet-heat > div, .sheet-crewcoin > div:first-child > div {
float: left;
@@ -1433,21 +1515,21 @@ textarea.sheet-notes {
width: 7px;
height: 7px;
}
-input.sheet-loadbox[type="checkbox"] {
+input.sheet-loadbox[type=checkbox] {
width: 12px;
height: 12px;
}
-input.sheet-loadbox[type="checkbox"] + span {
+input.sheet-loadbox[type=checkbox] + span {
display: inline-block;
border: 1px solid black;
width: 8px;
height: 8px;
background-color: white;
}
-input.sheet-loadbox[type="checkbox"]:checked + span {
+input.sheet-loadbox[type=checkbox]:checked + span {
background-color: red;
}
-input.sheet-loadbox[type="checkbox"]:hover + span {
+input.sheet-loadbox[type=checkbox]:hover + span {
filter: alpha(opacity=70);
opacity: 0.7;
}
@@ -1863,6 +1945,18 @@ div.sheet-cohort-condition4 {
input:checked + .sheet-claimbox {
background-color:#c1c4c5;
}
+.sheet-claims div.repcontrol {
+ float: left;
+ width: 100%;
+}
+.sheet-claims div.repcontainer {
+ float: left;
+ line-height: 0;
+}
+.sheet-claims div.repitem {
+ display: inline-block;
+ width: 100%;
+}
/* STRICTURES */
.sheet-strictures div {
font-size: 88%;
diff --git a/Blades in the Dark/Source/sheetworkers.js b/Blades in the Dark/Source/sheetworkers.js
index d6133bdc0ab3..7acffc45d32f 100644
--- a/Blades in the Dark/Source/sheetworkers.js
+++ b/Blades in the Dark/Source/sheetworkers.js
@@ -2,1492 +2,1096 @@
/* DATA */
var crewData = {
assassins: {
- abilities: [{
- name: 'Deadly',
- description: 'Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).'
- },
- {
- name: 'Crow\'s Veil',
- description: 'Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don\'t take extra heat when killing is involved on a score.'
- },
- {
- name: 'Emberdeath',
- description: 'Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim\'s spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.'
- },
- {
- name: 'No Traces',
- description: 'When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.'
- },
- {
- name: 'Patron',
- description: 'When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?'
- },
- {
- name: 'Predators',
- description: 'When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.'
- },
- {
- name: 'Vipers',
- description: 'When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.'
- }
- ],
+ abilities: ["deadly", "crow's_veil", "emberdeath", "no_traces", "patron", "predators", "vipers"],
base: {
- claim_1_desc: '+1 scale for your\nSkulks cohorts',
- claim_1_name: 'Training\nRooms',
- claim_2_desc: '(Tier roll) - Heat =\ncoin in downtime',
- claim_2_name: 'Vice Den',
- claim_3_desc: '+2 coin for lower-\nclass targets',
- claim_3_name: 'Fixer',
- claim_4_desc: '+1d gather info\nfor scores',
- claim_4_name: 'Informants',
- claim_5_desc: 'Body disposal,\n+1d to reduce heat\nafter killing',
- claim_5_name: 'Hagfish Farm',
- claim_6_desc: '+1 rep per score',
- claim_6_name: 'Victim\nTrophies',
- claim_7_desc: '',
- claim_7_name: '\nTurf',
- claim_9_desc: '',
- claim_9_name: '\nTurf',
- claim_10_desc: '-2 heat per score',
- claim_10_name: 'Cover\nOperation',
- claim_11_desc: '(Tier roll) - Heat =\ncoin in downtime',
- claim_11_name: 'Protection\nRacket',
- claim_12_desc: '+1d to healing\nrolls',
- claim_12_name: 'Infirmary',
- claim_13_desc: '+2 coin for high-\nclass targets',
- claim_13_name: 'Envoy',
- claim_14_desc: '+1d engagement\nfor deception and\n social plans',
- claim_14_name: 'Cover Identities',
- claim_15_desc: '+1d engagement\nfor stealth plans',
- claim_15_name: 'City Records',
+ claim_1_desc: "claim_training_rooms_description",
+ claim_1_name: "claim_training_rooms",
+ claim_2_desc: "claim_vice_den_description",
+ claim_2_name: "claim_vice_den",
+ claim_3_desc: "claim_fixer_description",
+ claim_3_name: "claim_fixer",
+ claim_4_desc: "claim_informants_description",
+ claim_4_name: "claim_informants",
+ claim_5_desc: "claim_hagfish_farm_description",
+ claim_5_name: "claim_hagfish_farm",
+ claim_6_desc: "claim_victim_trophies_description",
+ claim_6_name: "claim_victim_trophies",
+ claim_7_name: "claim_turf",
+ claim_9_name: "claim_turf",
+ claim_10_desc: "claim_cover_operation_description",
+ claim_10_name: "claim_cover_operation",
+ claim_11_desc: "claim_protection_racket_description",
+ claim_11_name: "claim_protection_racket",
+ claim_12_desc: "claim_infirmary_description",
+ claim_12_name: "claim_infirmary",
+ claim_13_desc: "claim_envoy_description",
+ claim_13_name: "claim_envoy",
+ claim_14_desc: "claim_cover_identities_description",
+ claim_14_name: "claim_cover_identities",
+ claim_15_desc: "claim_city_records_description",
+ claim_15_name: "claim_city_records",
claim_bridge_2_3: 0,
claim_bridge_3_4: 0,
claim_bridge_6_7: 0,
claim_bridge_9_14: 0,
claim_bridge_12_13: 0,
claim_bridge_13_14: 0,
- crew_description: 'Murderers\nfor Hire',
- crew_xp_condition: 'Execute a successful accident, disappearance, murder, or ransom operation.',
- hunting_grounds_type: 'Hunting Grounds:',
- hunting_grounds_description: 'Accident - Disappearance - Murder - Ransom',
- upgrade_1_desc: 'Hardened (+1 trauma box)',
- upgrade_2_desc: 'Assassin rigging (2 free load of weapons or gear)',
- upgrade_2_tall: 'on',
- upgrade_3_desc: 'Ironhook Contacts (+1 Tier in prison)',
- upgrade_3_tall: 'on',
- upgrade_4_desc: 'Elite Skulks',
- upgrade_5_desc: 'Elite Thugs',
- upgrade_20_check: 'on',
- /* Insight */
- upgrade_21_check: 'on' /* Prowess */
- },
- contacts: [
- 'Trev, a gang boss',
- 'Lydra, a deal broker',
- 'Irimina, a vicious noble',
- 'Karlos, a bounty hunter',
- 'Exeter, a spirit warden',
- 'Sevoy, a merchant lord'
- ]
+ crew_description: "crew_assassins_description",
+ crew_xp_condition: "crew_assassins_xp_condition",
+ hunting_grounds_type: "crew_assassins_hunting_grounds_type",
+ hunting_grounds_description: "crew_assassins_hunting_grounds_description",
+ upgrade_20_check_1: "on",
+ upgrade_21_check_1: "on",
+ xp_condition: "crew_assassins_xp_condition"
+ },
+ upgrades: [{
+ name: 'crew_upgrade_hardened',
+ numboxes: '3'
+ }, {
+ name: 'crew_upgrade_assassin_rigging',
+ numboxes: '1',
+ tall: 'on'
+ }, {
+ name: 'crew_upgrade_ironhook_contacts',
+ numboxes: '1',
+ tall: 'on'
+ }, {
+ name: 'crew_upgrade_elite_skulks',
+ numboxes: '1'
+ }, {
+ name: 'crew_upgrade_elite_thugs',
+ numboxes: '1',
+ }]
},
bravos: {
- abilities: [{
- name: 'Dangerous',
- description: 'Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).'
- },
- {
- name: 'Blood Brothers',
- description: 'When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they\'re already thugs, add another type).'
- },
- {
- name: 'Door Kickers',
- description: 'When you execute an assault plan, take +1d to the engagement roll.'
- },
- {
- name: 'Fiends',
- description: 'Fear is as good as respect. You may count each wanted level as if it was turf.'
- },
- {
- name: 'Forged in the Fire',
- description: 'Each PC has been toughened by cruel experience. You get +1d to resistance rolls.'
- },
- {
- name: 'Patron',
- description: 'When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?'
- },
- {
- name: 'War Dogs',
- description: 'When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.'
- }
- ],
+ abilities: ["dangerous", "blood_brothers", "door_kickers", "fiends", "forged_in_the_fire", "patron", "war_dogs"],
base: {
- claim_1_desc: '+1 scale for your\nSkulks cohorts',
- claim_1_name: 'Barracks',
- claim_2_desc: '',
- claim_2_name: '\nTurf',
- claim_3_desc: '+2 coin for battle\nor extortion',
- claim_3_name: 'Terrorized\nCitizens',
- claim_4_desc: '+1d gather info\nfor scores',
- claim_4_name: 'Informants',
- claim_5_desc: '(Tier roll) - Heat =\ncoin in downtime',
- claim_5_name: 'Protection\nRacket',
- claim_6_desc: '(Tier roll) - Heat =\ncoin in downtime',
- claim_6_name: 'Fighting Pits',
- claim_7_desc: '',
- claim_7_name: '\nTurf',
- claim_9_desc: '',
- claim_9_name: '\nTurf',
- claim_10_desc: '',
- claim_10_name: '\nTurf',
- claim_11_desc: '+1d to healing\nrolls',
- claim_11_name: 'Infirmary',
- claim_12_desc: '-2 heat per score',
- claim_12_name: 'Bluecoat\nIntimidation',
- claim_13_desc: '+2 coin for lower-\nclass targets',
- claim_13_name: 'Street Fence',
- claim_14_desc: 'Stockpiles give you\n+1d to acquire\nassets',
- claim_14_name: 'Warehouses',
- claim_15_desc: '+1d engagement\nfor assault plans',
- claim_15_name: 'Bluecoat\nConfederates',
+ claim_1_desc: "claim_barracks_description",
+ claim_1_name: "claim_barracks",
+ claim_2_name: "claim_turf",
+ claim_3_desc: "claim_terrorized_citizens_description",
+ claim_3_name: "claim_terrorized_citizens",
+ claim_4_desc: "claim_informants_description",
+ claim_4_name: "claim_informants",
+ claim_5_desc: "claim_protection_racket_description",
+ claim_5_name: "claim_protection_racket",
+ claim_6_desc: "claim_fighting_pits_description",
+ claim_6_name: "claim_fighting_pits",
+ claim_7_name: "claim_turf",
+ claim_9_name: "claim_turf",
+ claim_10_name: "claim_turf",
+ claim_11_desc: "claim_infirmary_description",
+ claim_11_name: "claim_infirmary",
+ claim_12_desc: "claim_bluecoat_intimidation_description",
+ claim_12_name: "claim_bluecoat_intimidation",
+ claim_13_desc: "claim_street_fence_description",
+ claim_13_name: "claim_street_fence",
+ claim_14_desc: "claim_warehouses_description",
+ claim_14_name: "claim_warehouses",
+ claim_15_desc: "claim_bluecoat_confederates_description",
+ claim_15_name: "claim_bluecoat_confederates",
claim_bridge_3_4: 0,
claim_bridge_2_7: 0,
claim_bridge_12_13: 0,
- cohort1_subtype: 'Thugs',
- crew_description: 'Mercenaries,\nThugs &\nKillers',
- crew_xp_condition: 'Execute a successful battle, extortion, sabotage, or smash & grab operation.',
- hunting_grounds_type: 'Hunting Grounds:',
- hunting_grounds_description: 'Battle - Extortion - Sabotage - Smash & Grab',
- upgrade_1_desc: 'Hardened (+1 trauma box)',
- upgrade_2_desc: 'Bravos rigging (2 free load of weapons or armor)',
- upgrade_2_tall: 'on',
- upgrade_3_desc: 'Ironhook Contacts (+1 Tier in prison)',
- upgrade_3_tall: 'on',
- upgrade_4_desc: 'Elite Rovers',
- upgrade_5_desc: 'Elite Thugs',
- upgrade_21_check: 'on' /* Prowess */
- },
- contacts: [
- 'Meg, a pit-fighter',
- 'Conway, a bluecoat',
- 'Keller, a blacksmith',
- 'Tomas, a physicker',
- 'Walker, a ward boss',
- 'Lutes, a tavern owner'
- ]
+ cohort1_subtype: "thugs",
+ crew_description: "crew_bravos_description",
+ crew_xp_condition: "crew_bravos_xp_condition",
+ hunting_grounds_type: "crew_bravos_hunting_grounds_type",
+ hunting_grounds_description: "crew_bravos_hunting_grounds_description",
+ upgrade_21_check_1: "on",
+ xp_condition: "crew_bravos_xp_condition"
+ },
+ upgrades: [{
+ name: 'crew_upgrade_hardened',
+ numboxes: '3'
+ }, {
+ name: 'crew_upgrade_bravos_rigging',
+ numboxes: '1',
+ tall: 'on'
+ }, {
+ name: 'crew_upgrade_ironhook_contacts',
+ numboxes: '1',
+ tall: 'on'
+ }, {
+ name: 'crew_upgrade_elite_rovers',
+ numboxes: '1'
+ }, {
+ name: 'crew_upgrade_elite_thugs',
+ numboxes: '1',
+ }]
},
cult: {
- abilities: [{
- name: 'Chosen',
- description: 'Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).'
- },
- {
- name: 'Anointed',
- description: 'You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.'
- },
- {
- name: 'Bound in Darkness',
- description: 'You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.'
- },
- {
- name: 'Conviction',
- description: 'Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don\'t overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.'
- },
- {
- name: 'Glory Incarnate',
- description: 'Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.'
- },
- {
- name: 'Sealed in Blood',
- description: 'Each human sacrifice yields -3 stress cost for any ritual you perform.'
- },
- {
- name: 'Zealotry',
- description: 'Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.'
- }
- ],
+ abilities: ["chosen", "anointed", "bound_in_darkness", "conviction", "glory_incarnate", "sealed_in_blood", "zealotry"],
base: {
- claim_1_desc: '+1 scale for your\nAdepts cohorts',
- claim_1_name: 'Cloister',
- claim_2_desc: '(Tier roll) - Heat =\ncoin in downtime',
- claim_2_name: 'Vice Den',
- claim_3_desc: '+2 coin for occult\noperations',
- claim_3_name: 'Offertory',
- claim_4_desc: '-1 stress cost for\nall arcane powers\nand rituals',
- claim_4_name: 'Ancient Obelisk',
- claim_5_desc: '+1d to Consort\nw/ arcane entities\non site',
- claim_5_name: 'Ancient\nTower',
- claim_6_desc: '',
- claim_6_name: '\nTurf',
- claim_7_desc: '',
- claim_7_name: '\nTurf',
- claim_9_desc: '',
- claim_9_name: '\nTurf',
- claim_10_desc: '',
- claim_10_name: '\nTurf',
- claim_11_desc: '+1d to Attune\non site',
- claim_11_name: 'Spirit Well',
- claim_12_desc: 'Safe passage in\nthe Deathlands',
- claim_12_name: 'Ancient Gate',
- claim_13_desc: '+1d to Command\nand Sway on site',
- claim_13_name: 'Sanctuary',
- claim_14_desc: '+1d to healing\nrolls',
- claim_14_name: 'Sacred Nexus',
- claim_15_desc: '+1d engagement\nfor occult plans',
- claim_15_name: 'Ancient Altar',
+ claim_1_desc: "claim_cloister_description",
+ claim_1_name: "claim_cloister",
+ claim_2_desc: "claim_vice_den_description",
+ claim_2_name: "claim_vice_den",
+ claim_3_desc: "claim_offertory_description",
+ claim_3_name: "claim_offertory",
+ claim_4_desc: "claim_ancient_obelisk_description",
+ claim_4_name: "claim_ancient_obelisk",
+ claim_5_desc: "claim_ancient_tower_description",
+ claim_5_name: "claim_ancient_tower",
+ claim_6_name: "claim_turf",
+ claim_7_name: "claim_turf",
+ claim_9_name: "claim_turf",
+ claim_10_name: "claim_turf",
+ claim_11_desc: "claim_spirit_well_description",
+ claim_11_name: "claim_spirit_well",
+ claim_12_desc: "claim_ancient_gate_description",
+ claim_12_name: "claim_ancient_gate",
+ claim_13_desc: "claim_sanctuary_description",
+ claim_13_name: "claim_sanctuary",
+ claim_14_desc: "claim_sacred_nexus_description",
+ claim_14_name: "claim_sacred_nexus",
+ claim_15_desc: "claim_ancient_altar_description",
+ claim_15_name: "claim_ancient_altar",
claim_bridge_3_4: 0,
claim_bridge_4_9: 0,
claim_bridge_6_11: 0,
claim_bridge_12_13: 0,
claim_bridge_13_14: 0,
- cohort1_subtype: 'Adepts',
- crew_description: 'Acolytes\nof a Deity',
- crew_xp_condition: 'Advance the agenda of your deity or embody its precepts in action.',
- hunting_grounds_type: 'Sacred Sites:',
- hunting_grounds_description: 'Acquisition - Augury - Consecration - Sacrifice',
- setting_show_deity: 'on',
- upgrade_1_desc: 'Ordained (+1 trauma box)',
- upgrade_2_desc: 'Cult rigging (2 free load of documents or implements)',
- upgrade_2_tall: 'on',
- upgrade_3_desc: 'Ritual sanctum in lair',
- upgrade_4_desc: 'Elite Adepts',
- upgrade_5_desc: 'Elite Thugs',
- upgrade_22_check: 'on' /* Resolve */
- },
- contacts: [
- 'Gagan, an academic',
- 'Adikin, an occultist',
- 'Hutchins, an antiquarian',
- 'Moriya, a spirit trafficker',
- 'Mateas Kline, a noble',
- 'Bennett, an astronomer'
- ]
+ cohort1_subtype: "adepts",
+ crew_description: "crew_cult_description",
+ crew_xp_condition: "crew_cult_xp_condition",
+ hunting_grounds_type: "crew_cult_hunting_grounds_type",
+ hunting_grounds_description: "crew_cult_hunting_grounds_description",
+ setting_show_deity: "on",
+ upgrade_22_check_1: "on",
+ xp_condition: "crew_cult_xp_condition"
+ },
+ upgrades: [{
+ name: 'crew_upgrade_ordained',
+ numboxes: '3'
+ }, {
+ name: 'crew_upgrade_cult_rigging',
+ numboxes: '1',
+ tall: 'on'
+ }, {
+ name: 'crew_upgrade_ritual_sanctum_in_lair',
+ numboxes: '1'
+ }, {
+ name: 'crew_upgrade_elite_adepts',
+ numboxes: '1'
+ }, {
+ name: 'crew_upgrade_elite_thugs',
+ numboxes: '1',
+ }]
},
hawkers: {
- abilities: [{
- name: 'Silver Tongues',
- description: 'Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).'
- },
- {
- name: 'Accord',
- description: 'Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.'
- },
- {
- name: 'The Good Stuff',
- description: 'Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).'
- },
- {
- name: 'Ghost Market',
- description: 'Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?'
- },
- {
- name: 'High Society',
- description: 'It\'s all about who you know. Take -1 heat during downtime and +1d to gather info about the city\'s elite.'
- },
- {
- name: 'Hooked',
- description: 'Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.'
- },
- {
- name: 'Patron',
- description: 'When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?'
- }
- ],
+ abilities: ["silver_tongues", "accord", "the_good_stuff", "ghost_market", "high_society", "hooked", "patron"],
base: {
- claim_1_desc: '',
- claim_1_name: '\nTurf',
- claim_2_desc: '+1d engagement\nroll for social plans',
- claim_2_name: 'Personal\nClothier',
- claim_3_desc: '+2 coin for\nshow of force or\nsocialize',
- claim_3_name: 'Local Graft',
- claim_4_desc: '+1d to Survery or\nHunt on your turf',
- claim_4_name: 'Lookouts',
- claim_5_desc: '+1d gather info\nfor scores',
- claim_5_name: 'Informants',
- claim_6_desc: '',
- claim_6_name: '\nTurf',
- claim_7_desc: '',
- claim_7_name: '\nTurf',
- claim_9_desc: '',
- claim_9_name: '\nTurf',
- claim_10_desc: '+1d to Consort\nand Sway on site',
- claim_10_name: 'Luxury Venue',
- claim_11_desc: '(Tier roll) - Heat =\ncoin in downtime',
- claim_11_name: 'Foreign Market',
- claim_12_desc: '(Tier roll) - Heat =\ncoin in downtime',
- claim_12_name: 'Vice Den',
- claim_13_desc: '+2 coin for product\nsale or supply',
- claim_13_name: 'Surplus Caches',
- claim_14_desc: '-2 heat per score',
- claim_14_name: 'Cover\nOperation',
- claim_15_desc: '+1d engagement\nfor deception and\ntransport plans',
- claim_15_name: 'Cover Identities',
+ claim_1_name: "claim_turf",
+ claim_2_desc: "claim_personal_clothier_description",
+ claim_2_name: "claim_personal_clothier",
+ claim_3_desc: "claim_local_graft_description",
+ claim_3_name: "claim_local_graft",
+ claim_4_desc: "claim_lookouts_description",
+ claim_4_name: "claim_lookouts",
+ claim_5_desc: "claim_informants_description",
+ claim_5_name: "claim_informants",
+ claim_6_name: "claim_turf",
+ claim_7_name: "claim_turf",
+ claim_9_name: "claim_turf",
+ claim_10_desc: "claim_luxury_venue_description",
+ claim_10_name: "claim_luxury_venue",
+ claim_11_desc: "claim_foreign_market_description",
+ claim_11_name: "claim_foreign_market",
+ claim_12_desc: "claim_vice_den_description",
+ claim_12_name: "claim_vice_den",
+ claim_13_desc: "claim_surplus_caches_description",
+ claim_13_name: "claim_surplus_caches",
+ claim_14_desc: "claim_cover_operation_description",
+ claim_14_name: "claim_cover_operation",
+ claim_15_desc: "claim_cover_identities_description",
+ claim_15_name: "claim_cover_identities",
claim_bridge_2_3: 0,
claim_bridge_3_4: 0,
claim_bridge_6_7: 0,
claim_bridge_10_15: 0,
claim_bridge_12_13: 0,
claim_bridge_13_14: 0,
- crew_description: 'Vice\nDealers',
- crew_xp_condition: 'Acquire product supply, execute clandestine/covert sales, or secure new territory.',
- hunting_grounds_type: 'Sales Territory:',
- hunting_grounds_description: 'Sale - Supply - Show of Force - Socialize',
- upgrade_1_desc: 'Composed (+1 stress box)',
- upgrade_2_desc: 'Hawker\'s rigging (1 carried item is concealed and has no load)',
- upgrade_2_tall: 'on',
- upgrade_3_desc: 'Ironhook Contacts (+1 Tier in prison)',
- upgrade_3_tall: 'on',
- upgrade_4_desc: 'Elite Rooks',
- upgrade_5_desc: 'Elite Thugs',
- upgrade_14_check: 'on',
- /* Secure */
- upgrade_22_check: 'on' /* Resolve */
- },
- contacts: [
- 'Rolan Wott, a magistrate',
- 'Laroze, a bluecoat',
- 'Lydra, a deal broker',
- 'Hosley, a smuggler',
- 'Anya, a dilettante',
- 'Marlo, a gang boss'
- ]
+ crew_description: "crew_hawkers_description",
+ crew_xp_condition: "crew_hawkers_xp_condition",
+ hunting_grounds_type: "crew_hawkers_hunting_grounds_type",
+ hunting_grounds_description: "crew_hawkers_hunting_grounds_description",
+ upgrade_14_check_1: "on",
+ upgrade_22_check_1: "on",
+ xp_condition: "crew_hawkers_xp_condition"
+ },
+ upgrades: [{
+ name: 'crew_upgrade_composed',
+ numboxes: '3'
+ }, {
+ name: 'crew_upgrade_hawker\'s_rigging',
+ numboxes: '1',
+ tall: 'on'
+ }, {
+ name: 'crew_upgrade_ironhook_contacts',
+ numboxes: '1',
+ tall: 'on'
+ }, {
+ name: 'crew_upgrade_elite_rooks',
+ numboxes: '1'
+ }, {
+ name: 'crew_upgrade_elite_thugs',
+ numboxes: '1',
+ }]
},
shadows: {
- abilities: [{
- name: 'Everyone Steals',
- description: 'Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).'
- },
- {
- name: 'Ghost Echoes',
- description: 'From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.'
- },
- {
- name: 'Pack Rats',
- description: 'Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.'
- },
- {
- name: 'Patron',
- description: 'When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?'
- },
- {
- name: 'Second Story',
- description: 'When you execute a clandestine infiltration, you get +1d to the engagement roll.'
- },
- {
- name: 'Slippery',
- description: 'When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.'
- },
- {
- name: 'Synchronized',
- description: 'When you perform a group action, you may count multiple 6s from different rolls as a critical success.'
- }
- ],
+ abilities: ["everyone_steals", "ghost_echoes", "pack_rats", "patron", "second_story", "slippery", "synchronized"],
base: {
- claim_1_desc: '+1d to Command\nand Sway on site',
- claim_1_name: 'Interrogation\nChamber',
- claim_2_desc: '',
- claim_2_name: '\nTurf',
- claim_3_desc: '+2 coin for burglary\nor robbery',
- claim_3_name: 'Loyal Fence',
- claim_4_desc: '(Tier roll) - Heat =\ncoin in downtime',
- claim_4_name: 'Gambling Den',
- claim_5_desc: '+1d to Consort\nand Sway on site',
- claim_5_name: 'Tavern',
- claim_6_desc: '(Tier roll) - Heat =\ncoin in downtime',
- claim_6_name: 'Drug Den',
- claim_7_desc: '+1d gather info\nfor scores',
- claim_7_name: 'Informants',
- claim_9_desc: '',
- claim_9_name: '\nTurf',
- claim_10_desc: '+1d to Survey or\nHunt on your turf',
- claim_10_name: 'Lookouts',
- claim_11_desc: 'Body disposal,\n+1d to reduce heat\nafter killing',
- claim_11_name: 'Hagfish Farm',
- claim_12_desc: '+1d to healing\nrolls',
- claim_12_name: 'Infirmary',
- claim_13_desc: '+2 coin for espionage\nor sabotage',
- claim_13_name: 'Covert Drops',
- claim_14_desc: '',
- claim_14_name: '\nTurf',
- claim_15_desc: '+1d engagement\nfor stealth plans',
- claim_15_name: 'Secret\nPathways',
+ claim_1_desc: "claim_interrogation_chamber_description",
+ claim_1_name: "claim_interrogation_chamber",
+ claim_2_name: "claim_turf",
+ claim_3_desc: "claim_loyal_fence_description",
+ claim_3_name: "claim_loyal_fence",
+ claim_4_desc: "claim_gambling_den_description",
+ claim_4_name: "claim_gambling_den",
+ claim_5_desc: "claim_tavern_description",
+ claim_5_name: "claim_tavern",
+ claim_6_desc: "claim_drug_den_description",
+ claim_6_name: "claim_drug_den",
+ claim_7_desc: "claim_informants_description",
+ claim_7_name: "claim_informants",
+ claim_9_name: "claim_turf",
+ claim_10_desc: "claim_lookouts_description",
+ claim_10_name: "claim_lookouts",
+ claim_11_desc: "claim_hagfish_farm_description",
+ claim_11_name: "claim_hagfish_farm",
+ claim_12_desc: "claim_infirmary_description",
+ claim_12_name: "claim_infirmary",
+ claim_13_desc: "claim_covert_drops_description",
+ claim_13_name: "claim_covert_drops",
+ claim_14_name: "claim_turf",
+ claim_15_desc: "claim_secret_pathways_description",
+ claim_15_name: "claim_secret_pathways",
claim_bridge_3_4: 0,
claim_bridge_2_7: 0,
claim_bridge_9_14: 0,
claim_bridge_12_13: 0,
- crew_description: 'Thieves,\nSpies, and\nSaboteurs',
- crew_xp_condition: 'Execute a successful espionage, sabotage, or theft operation.',
- hunting_grounds_type: 'Hunting Grounds:',
- hunting_grounds_description: 'Burglary - Espionage - Robbery - Sabotage',
- upgrade_1_desc: 'Steady (+1 stress box)',
- upgrade_2_desc: 'Thief Rigging (2 free load of tools or gear)',
- upgrade_2_tall: 'on',
- upgrade_3_desc: 'Underground maps & passkeys',
- upgrade_4_desc: 'Elite Rooks',
- upgrade_5_desc: 'Elite Skulks',
- upgrade_10_check: 'on',
- /* Hidden */
- upgrade_21_check: 'on' /* Prowess */
- },
- contacts: [
- 'Dowler, an explorer',
- 'Laroze, a bluecoat',
- 'Amancio, a deal broker',
- 'Fitz, a collector',
- 'Adelaide Phroaig, a noble',
- 'Rigney, a tavern owner'
- ]
+ crew_description: "crew_shadows_description",
+ crew_xp_condition: "crew_shadows_xp_condition",
+ hunting_grounds_type: "crew_shadows_hunting_grounds_type",
+ hunting_grounds_description: "crew_shadows_hunting_grounds_description",
+ upgrade_10_check_1: "on",
+ upgrade_21_check_1: "on",
+ xp_condition: "crew_shadows_xp_condition"
+ },
+ upgrades: [{
+ name: 'crew_upgrade_steady',
+ numboxes: '3'
+ }, {
+ name: 'crew_upgrade_thief_rigging',
+ numboxes: '1',
+ tall: 'on'
+ }, {
+ name: 'crew_upgrade_underground_maps_&_passkeys',
+ numboxes: '1'
+ }, {
+ name: 'crew_upgrade_elite_rooks',
+ numboxes: '1'
+ }, {
+ name: 'crew_upgrade_elite_skulks',
+ numboxes: '1',
+ }]
},
smugglers: {
- abilities: [{
- name: 'Like Part of the Family',
- description: 'Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.'
- },
- {
- name: 'All Hands',
- description: 'During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.'
- },
- {
- name: 'Ghost Passage',
- description: 'From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to "carry" a second ghost as a passenger within their body.'
- },
- {
- name: 'Just Passing Through',
- description: 'During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.'
- },
- {
- name: 'Leverage',
- description: 'Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.'
- },
- {
- name: 'Reavers',
- description: 'When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.'
- },
- {
- name: 'Renegades',
- description: 'Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).'
- }
- ],
+ abilities: ["like_part_of_the_family", "all_hands", "ghost_passage", "just_passing_through", "leverage", "reavers", "renegades"],
base: {
- claim_1_desc: '',
- claim_1_name: '\nTurf',
- claim_2_desc: '(Tier roll) - Heat =\ncoin in downtime',
- claim_2_name: 'Side Business',
- claim_3_desc: '+2 coin for high-\nclass targets',
- claim_3_name: 'Luxury Fence',
- claim_4_desc: '(Tier roll) - Heat =\ncoin in downtime',
- claim_4_name: 'Vice Den',
- claim_5_desc: '+1d to Consort\nand Sway on site',
- claim_5_name: 'Tavern',
- claim_6_desc: 'Safe passage in\nthe Deathlands',
- claim_6_name: 'Ancient Gate',
- claim_7_desc: '',
- claim_7_name: '\nTurf',
- claim_9_desc: '',
- claim_9_name: '\nTurf',
- claim_10_desc: '',
- claim_10_name: '\nTurf',
- claim_11_desc: '+1d engagement\nfor transport plans',
- claim_11_name: 'Secret Routes',
- claim_12_desc: '+1d gather info\nfor scores',
- claim_12_name: 'Informants',
- claim_13_desc: 'Your cohorts have\ntheir own vehicles',
- claim_13_name: 'Fleet',
- claim_14_desc: '-2 heat per score',
- claim_14_name: 'Cover\nOperation',
- claim_15_desc: 'Stockpiles give you\n+1d to acquire\nassets',
- claim_15_name: 'Warehouse',
+ claim_1_name: "claim_turf",
+ claim_2_desc: "claim_side_business_description",
+ claim_2_name: "claim_side_business",
+ claim_3_desc: "claim_luxury_fence_description",
+ claim_3_name: "claim_luxury_fence",
+ claim_4_desc: "claim_vice_den_description",
+ claim_4_name: "claim_vice_den",
+ claim_5_desc: "claim_tavern_description",
+ claim_5_name: "claim_tavern",
+ claim_6_desc: "claim_ancient_gate_description",
+ claim_6_name: "claim_ancient_gate",
+ claim_7_name: "claim_turf",
+ claim_9_name: "claim_turf",
+ claim_10_name: "claim_turf",
+ claim_11_desc: "claim_secret_routes_description",
+ claim_11_name: "claim_secret_routes",
+ claim_12_desc: "claim_informants_description",
+ claim_12_name: "claim_informants",
+ claim_13_desc: "claim_fleet_description",
+ claim_13_name: "claim_fleet",
+ claim_14_desc: "claim_cover_operation_description",
+ claim_14_name: "claim_cover_operation",
+ claim_15_desc: "claim_warehouse_description",
+ claim_15_name: "claim_warehouse",
claim_bridge_2_3: 0,
claim_bridge_3_4: 0,
claim_bridge_6_7: 0,
claim_bridge_12_13: 0,
claim_bridge_13_14: 0,
- cohort1_name: 'Vehicle',
- cohort1_subtype: 'Boat - Carriage - Other',
- cohort1_type: 'expert',
- crew_description: 'Suppliers\nof Illicit\nGoods',
- crew_xp_condition: 'Execute a successful smuggling or acquire new clients or contraband sources.',
- hunting_grounds_type: 'Cargo Types:',
- hunting_grounds_description: 'Arcane/Weird - Arms - Contraband - Passengers',
- upgrade_1_desc: 'Steady (+1 stress box)',
- upgrade_2_desc: 'Smuggler\'s rigging (2 items carried are perfectly concealed)',
- upgrade_2_tall: 'on',
- upgrade_3_desc: 'Camouflage (vehicles are perfectly concealed at rest)',
- upgrade_3_tall: 'on',
- upgrade_4_desc: 'Elite Rovers',
- upgrade_5_desc: 'Barge (+mobility for lair)',
- upgrade_6_check: 'on',
- /* Vehicle */
- upgrade_6_desc: 'Vehicle',
- /* change Carriage to Vehicle */
- upgrade_8_desc: 'Vehicle',
- /* change Boat to Vehicle */
- upgrade_21_check: 'on' /* Prowess */
- },
- contacts: [
- 'Elynn, a dock worker',
- 'Rolan, a drug dealer',
- 'Sera, an arms dealer',
- 'Nyelle, a spirit trafficker',
- 'Decker, an anarchist',
- 'Esme, a tavern owner'
- ]
+ cohort1_name: "vehicle",
+ cohort1_subtype: "boat_carriage_other",
+ cohort1_type: "expert",
+ crew_description: "crew_smugglers_description",
+ crew_xp_condition: "crew_smugglers_xp_condition",
+ hunting_grounds_type: "crew_smugglers_hunting_grounds_type",
+ hunting_grounds_description: "crew_smugglers_hunting_grounds_description",
+ upgrade_6_check_1: "on",
+ upgrade_6_name: "vehicle",
+ upgrade_8_name: "vehicle",
+ upgrade_21_check_1: "on",
+ xp_condition: "crew_smugglers_xp_condition"
+ },
+ upgrades: [{
+ name: 'crew_upgrade_steady',
+ numboxes: '3'
+ }, {
+ name: 'crew_upgrade_smuggler\'s_rigging',
+ numboxes: '1',
+ tall: 'on'
+ }, {
+ name: 'crew_upgrade_camouflage',
+ numboxes: '1',
+ tall: 'on'
+ }, {
+ name: 'crew_upgrade_elite_rovers',
+ numboxes: '1'
+ }, {
+ name: 'crew_upgrade_barge',
+ numboxes: '1',
+ }]
+ },
+ vigilantes: {
+ abilities: ["as_good_as_your_word", "avengers", "thorn_in_your_side", "misdirection", "uncanny_preparation", "moral_compass", "favors", "roots"],
+ base: {
+ claim_1_desc: "claim_fierce_allies_description",
+ claim_1_name: "claim_fierce_allies",
+ claim_2_desc: "claim_local_heroes_description",
+ claim_2_name: "claim_local_heroes",
+ claim_3_desc: "claim_publicity_description",
+ claim_3_name: "claim_publicity",
+ claim_4_desc: "claim_hidden_paths_description",
+ claim_4_name: "claim_hidden_paths",
+ claim_5_desc: "claim_catacombs_description",
+ claim_5_name: "claim_catacombs",
+ claim_6_desc: "claim_defiant_citizens_description",
+ claim_6_name: "claim_defiant_citizens",
+ claim_7_name: "claim_turf",
+ claim_9_name: "claim_turf",
+ claim_10_desc: "claim_infirmary_description",
+ claim_10_name: "claim_infirmary",
+ claim_11_desc: "claim_above_the_law_description",
+ claim_11_name: "claim_above_the_law",
+ claim_12_desc: "claim_bluecoat_confidants_description",
+ claim_12_name: "claim_bluecoat_confidants",
+ claim_13_desc: "claim_lookouts_description",
+ claim_13_name: "claim_lookouts",
+ claim_14_desc: "claim_the_hookup_description",
+ claim_14_name: "claim_the_hookup",
+ claim_15_desc: "claim_doskvol's_most_wanted_description",
+ claim_15_name: "claim_doskvol's_most_wanted",
+ claim_bridge_2_3: 0,
+ claim_bridge_3_4: 0,
+ claim_bridge_6_11: 0,
+ claim_bridge_10_15: 0,
+ claim_bridge_12_13: 0,
+ claim_bridge_13_14: 0,
+ cohort1_type: "expert",
+ crew_description: "crew_vigilantes_description",
+ crew_xp_condition: "crew_vigilantes_xp_condition",
+ hunting_grounds_type: "crew_vigilantes_hunting_grounds_type",
+ hunting_grounds_description: "crew_vigilantes_hunting_grounds_description",
+ setting_show_origin: "on",
+ upgrade_22_check_1: "on",
+ xp_condition: "crew_vigilantes_xp_condition"
+ },
+ upgrades: [{
+ name: 'crew_upgrade_unbroken',
+ numboxes: '3'
+ }, {
+ name: 'crew_upgrade_vigilantes_attire',
+ numboxes: '1',
+ tall: 'on'
+ }, {
+ name: 'crew_upgrade_irregulars',
+ numboxes: '1',
+ tall: 'on'
+ }, {
+ name: 'crew_upgrade_willing_to_fight',
+ numboxes: '1',
+ tall: 'on'
+ }, {
+ name: 'crew_upgrade_spark-craft_technology',
+ numboxes: '1',
+ }]
}
},
playbookData = {
cutter: {
- abilities: [{
- name: 'Battleborn',
- description: 'You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.'
- },
- {
- name: 'Bodyguard',
- description: 'When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.'
- },
- {
- name: 'Ghost Fighter',
- description: 'You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.'
- },
- {
- name: 'Leader',
- description: 'When you Command a cohort in combat, they continue to fight when they would otherwise break (they\'re not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.'
- },
- {
- name: 'Mule',
- description: 'Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.'
- },
- {
- name: 'Not to be Trifled With',
- description: 'You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.'
- },
- {
- name: 'Savage',
- description: 'When you unleash physical violence, it\'s especially frightening. When you Command a frightened target, take +1d.'
- },
- {
- name: 'Vigorous',
- description: 'You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.'
- }
- ],
+ abilities: ["battleborn", "bodyguard", "ghost_fighter", "leader", "mule", "not_to_be_trifled_with", "savage", "vigorous"],
base: {
- command1: '1',
- friends_title: 'Dangerous Friends',
- gatherinfo1: 'How can I hurt them?',
- gatherinfo2: 'Who\'s most afraid of me?',
- gatherinfo3: 'Who\'s most dangerous here?',
- gatherinfo4: 'What do they intend to do?',
- gatherinfo5: 'How can I get them to [X]?',
- gatherinfo6: 'Are they telling the truth?',
- item_1_desc: 'Fine heavy weapon',
- item_2_desc: 'Fine hand weapon',
- item_6_desc: 'Scary weapon or tool',
- item_7_desc: 'Manacles & chain',
- item_8_desc: 'Rage essence vial',
- item_9_desc: 'Spiritbane charm',
- playbook_description: 'A Dangerous &\nIntimidating\nFighter',
- setting_showitem_0: '0',
- setting_showitem_3: '0',
- setting_showitem_4: '0',
- setting_showitem_5: '0',
- setting_traumata_set: 'normal',
- setting_vice_type: 'normal',
- skirmish1: '1',
- skirmish2: '1',
- xp_condition: 'You addressed a challenge with violence or coercion.'
- },
- friends: [
- 'Marlane, a pugilist',
- 'Chael, a vicious thug',
- 'Mercy, a cold killer',
- 'Grace, an extortionist',
- 'Sawtooth, a physicker'
- ]
+ command1: "1",
+ friends_title: "playbook_cutter_friends_title",
+ gatherinfo1: "gatherinfo_how_can_I_hurt",
+ gatherinfo2: "gatherinfo_whos_most_afraid",
+ gatherinfo3: "gatherinfo_whos_most_dangerous",
+ gatherinfo4: "gatherinfo_what_do_they_intend",
+ gatherinfo5: "gatherinfo_how_can_I_get_them",
+ gatherinfo6: "gatherinfo_are_they_telling",
+ playbook_description: "playbook_cutter_description",
+ setting_traumata_set: "normal",
+ setting_vice_type: "normal",
+ skirmish1: "1",
+ skirmish2: "1",
+ xp_condition: "playbook_cutter_xp_condition"
+ },
+ items: [{
+ bold: "on",
+ name: "playbook_item_fine_hand_weapon",
+ numboxes: "1"
+ }, {
+ bold: "on",
+ name: "playbook_item_fine_heavy_weapon",
+ numboxes: "2"
+ }, {
+ name: "playbook_item_scary_weapon_or_tool",
+ numboxes: "1"
+ }, {
+ name: "playbook_item_manacles_&_chain",
+ numboxes: "0"
+ }, {
+ name: "playbook_item_rage_essence_vial",
+ numboxes: "0"
+ }, {
+ name: "playbook_item_spiritbane_charm",
+ numboxes: "0"
+ }]
},
ghost: {
- abilities: [{
- name: 'Ghost Form',
- description: 'You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You\'re vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.'
- },
- {
- name: 'Dissipate',
- description: 'You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.'
- },
- {
- name: 'Manifest',
- description: 'Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.'
- },
- {
- name: 'Poltergeist',
- description: 'Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).'
- },
- {
- name: 'Possess',
- description: 'You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host\'s will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).'
- }
- ],
+ abilities: ["ghost_form", "dissipate", "manifest", "poltergeist", "possess"],
base: {
- friends_title: 'Enemies & Rivals',
- gatherinfo1: 'What do they intend to do?',
- gatherinfo2: 'How can I get them to [X]?',
- gatherinfo3: 'What are they really feeling?',
- gatherinfo4: 'What should I look out for?',
- gatherinfo5: 'Where\'s the weakness here?',
- gatherinfo6: 'How can I find [X]?',
- playbook_description: 'A spirit without a body',
- setting_showitem_0: '0',
- setting_showitem_1: '0',
- setting_showitem_2: '0',
- setting_showitem_3: '0',
- setting_showitem_4: '0',
- setting_showitem_5: '0',
- setting_showitem_6: '0',
- setting_showitem_7: '0',
- setting_showitem_8: '0',
- setting_showitem_9: '0',
- setting_stress_name: 'Drain',
- setting_trauma_name: 'Gloom',
- setting_traumata_set: 'ghost',
- setting_vice_type: 'ghost',
- xp_condition: 'You exacted vengeance upon those whom you deem deserving.',
- xp_condition2: 'You expressed your your outrage or anger, or settled scores from your heritage or background.',
- xp_condition3: 'You struggled with issues from your need or glooms during the session.'
- },
- friends: []
+ friends_title: "playbook_ghost_friends_title",
+ gatherinfo1: "gatherinfo_what_do_they_intend",
+ gatherinfo2: "gatherinfo_how_can_I_get_them",
+ gatherinfo3: "gatherinfo_what_are_they_really",
+ gatherinfo4: "gatherinfo_what_should_I_look",
+ gatherinfo5: "gatherinfo_wheres_the_weakness",
+ gatherinfo6: "gatherinfo_how_can_I_find",
+ playbook_description: "playbook_ghost_description",
+ setting_stress_label: "drain",
+ setting_trauma_label: "gloom",
+ setting_traumata_set: "ghost",
+ setting_vice_type: "ghost",
+ xp_condition: "playbook_ghost_xp_condition",
+ xp_condition2: "playbook_ghost_xp_condition2",
+ xp_condition3: "playbook_ghost_xp_condition3"
+ },
+ items: []
},
hound: {
- abilities: [{
- name: 'Sharpshooter',
- description: 'You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.'
- },
- {
- name: 'Focused',
- description: 'You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.'
- },
- {
- name: 'Ghost Hunter',
- description: 'Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.'
- },
- {
- name: 'Scout',
- description: 'When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.'
- },
- {
- name: 'Survivor',
- description: 'From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.'
- },
- {
- name: 'Tough as Nails',
- description: 'Penalties from harm are one level less severe (though level 4 harm is still fatal).'
- },
- {
- name: 'Vengeful',
- description: 'You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.'
- }
- ],
+ abilities: ["sharpshooter", "focused", "ghost_hunter", "scout", "survivor", "tough_as_nails", "vengeful"],
base: {
- friends_title: 'Deadly Friends',
- gatherinfo1: 'What do they intend to do?',
- gatherinfo2: 'How can I get them to [X]?',
- gatherinfo3: 'What are they really feeling?',
- gatherinfo4: 'Where are they vulnerable?',
- gatherinfo5: 'Where did [X] go?',
- gatherinfo6: 'How can I find [X]?',
- hunt1: '1',
- hunt2: '1',
- item_1_desc: 'Fine long rifle',
- item_2_desc: 'Fine pair of pistols',
- item_5_desc: 'Electroplasmic ammunition',
- item_6_desc: 'Spyglass',
- item_7_desc: 'A trained hunting pet',
- item_8_desc: 'Spiritbane charm',
- playbook_description: 'A Deadly\nSharpshooter\nand Tracker',
- setting_showitem_0: '0',
- setting_showitem_3: '0',
- setting_showitem_4: '0',
- setting_showitem_9: '0',
- setting_traumata_set: 'normal',
- setting_vice_type: 'normal',
- survey1: '1',
- xp_condition: 'You addressed a challenge with tracking or violence.'
- },
- friends: [
- 'Steiner, an assassin',
- 'Celene, a sentinel',
- 'Melvir, a physicker',
- 'Veleris, a spy',
- 'Casta, a bounty hunter'
- ]
+ friends_title: "playbook_hound_friends_title",
+ gatherinfo1: "gatherinfo_what_do_they_intend",
+ gatherinfo2: "gatherinfo_how_can_I_get_them",
+ gatherinfo3: "gatherinfo_what_are_they_really",
+ gatherinfo4: "gatherinfo_where_they_vulnerable",
+ gatherinfo5: "gatherinfo_where_did_x_go",
+ gatherinfo6: "gatherinfo_how_can_I_find",
+ hunt1: "1",
+ hunt2: "1",
+ playbook_description: "playbook_hound_description",
+ setting_traumata_set: "normal",
+ setting_vice_type: "normal",
+ survey1: "1",
+ xp_condition: "playbook_hound_xp_condition"
+ },
+ items: [{
+ bold: "on",
+ name: "playbook_item_fine_pair_of_pistols",
+ numboxes: "1"
+ }, {
+ bold: "on",
+ name: "playbook_item_fine_long_rifle",
+ numboxes: "2"
+ }, {
+ name: "playbook_item_electroplasmic_ammunition",
+ numboxes: "1"
+ }, {
+ name: "playbook_item_a_trained_hunting_pet",
+ numboxes: "0"
+ }, {
+ name: "playbook_item_spyglass",
+ numboxes: "1"
+ }, {
+ name: "playbook_item_spiritbane_charm",
+ numboxes: "0"
+ }]
},
hull: {
- abilities: [{
- name: 'Automaton',
- description: 'You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn\'t count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.'
- },
- {
- name: 'Overcharge',
- description: 'Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.'
- },
- {
- name: 'Compartments',
- description: 'Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.'
- },
- {
- name: 'Electroplasmic Projectors',
- description: 'You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.'
- },
- {
- name: 'Interface',
- description: 'You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).'
- },
- {
- name: 'Secondary Hull',
- description: 'Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.'
- },
- {
- name: 'Frame Upgrade',
- description: 'Choose an additional frame feature. This upgrade may be taken up to four times.'
- }
- ],
+ abilities: ["automaton", "overcharge", "compartments", "electroplasmic_projectors", "interface", "secondary_hull", "frame_upgrade"],
base: {
- gatherinfo1: 'What do they intend to do?',
- gatherinfo2: 'How can I get them to [X]?',
- gatherinfo3: 'What are they really feeling?',
- gatherinfo4: 'What should I look out for?',
- gatherinfo5: 'Where\'s the weakness here?',
- gatherinfo6: 'How can I find [X]?',
- playbook_description: 'A spirit animating a clockwork frame',
- setting_load_h: '7',
- setting_show_frame: 'on',
- setting_showitem_0: '0',
- setting_showitem_1: '0',
- setting_showitem_2: '0',
- setting_showitem_3: '0',
- setting_showitem_4: '0',
- setting_showitem_5: '0',
- setting_showitem_6: '0',
- setting_showitem_7: '0',
- setting_showitem_8: '0',
- setting_showitem_9: '0',
- setting_stress_name: 'Drain',
- setting_trauma_name: 'Wear',
- setting_traumata_set: 'hull',
- setting_vice_type: 'hull',
- xp_condition: 'You fulfilled your functions despite difficulty or danger.',
- xp_condition2: 'You suppressed or ignored your former human beliefs, drives, heritage, or background.',
- xp_condition3: 'You struggled with issues from your wear during the session.'
- },
- friends: []
+ gatherinfo1: "gatherinfo_what_do_they_intend",
+ gatherinfo2: "gatherinfo_how_can_I_get_them",
+ gatherinfo3: "gatherinfo_what_are_they_really",
+ gatherinfo4: "gatherinfo_what_should_I_look",
+ gatherinfo5: "gatherinfo_wheres_the_weakness",
+ gatherinfo6: "gatherinfo_how_can_I_find",
+ playbook_description: "playbook_hull_description",
+ setting_load_h: "7",
+ setting_show_frame: "on",
+ setting_stress_label: "drain",
+ setting_trauma_label: "wear",
+ setting_traumata_set: "hull",
+ setting_vice_type: "hull",
+ xp_condition: "playbook_hull_xp_condition",
+ xp_condition2: "playbook_hull_xp_condition2",
+ xp_condition3: "playbook_hull_xp_condition3"
+ },
+ items: []
},
leech: {
- abilities: [{
- name: 'Alchemist',
- description: 'When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.'
- },
- {
- name: 'Analyst',
- description: 'During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.'
- },
- {
- name: 'Artificer',
- description: 'When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.'
- },
- {
- name: 'Fortitude',
- description: 'You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.'
- },
- {
- name: 'Ghost Ward',
- description: 'You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).'
- },
- {
- name: 'Physicker',
- description: 'You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.'
- },
- {
- name: 'Saboteur',
- description: 'When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.'
- },
- {
- name: 'Venomous',
- description: 'Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.'
- }
- ],
+ abilities: ["alchemist", "analyst", "artificer", "fortitude", "ghost_ward", "physicker", "saboteur", "venomous"],
base: {
- friends_title: 'Clever Friends',
- gatherinfo1: 'What do they intend to do?',
- gatherinfo2: 'How can I get them to [X]?',
- gatherinfo3: 'Are they telling the truth?',
- gatherinfo4: 'What can I tinker with here?',
- gatherinfo5: 'What might happen if I [X]?',
- gatherinfo6: 'How can I find [X]?',
- item_0_desc: 'Gadgets',
- item_1_desc: 'Fine wrecker tools',
- item_2_desc: 'Fine tinkering tools',
- item_5_desc: 'Bandolier of alchemicals (3)',
- item_6_desc: 'Bandolier of alchemicals (3)',
- item_7_desc: 'Blowgun & darts, syringes',
- playbook_description: 'A Saboteur and\nTechnician',
- setting_showitem_3: '0',
- setting_showitem_4: '0',
- setting_showitem_8: '0',
- setting_showitem_9: '0',
- setting_traumata_set: 'normal',
- setting_vice_type: 'normal',
- tinker1: '1',
- tinker2: '1',
- wreck1: '1',
- xp_condition: 'You addressed a challenge with technical skill or mayhem.'
- },
- friends: [
- 'Stazia, an apothecary',
- 'Veldren, a psychonaut',
- 'Eckerd, a corpse thief',
- 'Jul, a blood dealer',
- 'Malista, a priestess'
- ]
+ friends_title: "playbook_leech_friends_title",
+ gatherinfo1: "gatherinfo_what_do_they_intend",
+ gatherinfo2: "gatherinfo_how_can_I_get_them",
+ gatherinfo3: "gatherinfo_are_they_telling",
+ gatherinfo4: "gatherinfo_what_can_I_tinker",
+ gatherinfo5: "gatherinfo_what_might_happen",
+ gatherinfo6: "gatherinfo_how_can_I_find",
+ playbook_description: "playbook_leech_description",
+ setting_traumata_set: "normal",
+ setting_vice_type: "normal",
+ tinker1: "1",
+ tinker2: "1",
+ wreck1: "1",
+ xp_condition: "playbook_leech_xp_condition"
+ },
+ items: [{
+ bold: "on",
+ name: "playbook_item_fine_tinkering_tools",
+ numboxes: "1"
+ }, {
+ bold: "on",
+ name: "playbook_item_fine_wrecker_tools",
+ numboxes: "2"
+ }, {
+ name: "playbook_item_blowgun_&_darts,_syringes",
+ numboxes: "0"
+ }, {
+ name: "playbook_item_bandolier_of_alchemicals_(3)",
+ numboxes: "1"
+ }, {
+ name: "playbook_item_bandolier_of_alchemicals_(3)",
+ numboxes: "1"
+ }, {
+ name: "playbook_item_gadget",
+ numboxes: "1"
+ }]
},
lurk: {
- abilities: [{
- name: 'Infiltrator',
- description: 'You are not a ected by quality or Tier when you bypass security measures.'
- },
- {
- name: 'Ambush',
- description: 'When you attack from hiding or spring a trap, you get +1d.'
- },
- {
- name: 'Daredevil',
- description: 'When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.'
- },
- {
- name: 'The Devil\'s Footsteps',
- description: 'When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.'
- },
- {
- name: 'Expertise',
- description: 'Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.'
- },
- {
- name: 'Ghost Veil',
- description: 'You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost'
- },
- {
- name: 'Reflexes',
- description: 'When there\'s a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).'
- },
- {
- name: 'Shadow',
- description: 'You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.'
- }
- ],
+ abilities: ["infiltrator", "ambush", "daredevil", "the_devil's_footsteps", "expertise", "ghost_veil", "reflexes", "shadow"],
base: {
- friends_title: 'Shady Friends',
- finesse1: '1',
- gatherinfo1: 'What do they intend to do?',
- gatherinfo2: 'How can I get them to [X]?',
- gatherinfo3: 'What should I look out for?',
- gatherinfo4: 'What\'s the best way in?',
- gatherinfo5: 'Where can I hide here?',
- gatherinfo6: 'How can I find [X]?',
- item_3_desc: 'Fine shadow cloak',
- item_4_desc: 'Fine lockpicks',
- item_5_desc: 'Light climbing gear',
- item_6_desc: 'Dark-sight goggles',
- item_7_desc: 'Silence potion vial',
- item_8_desc: 'Spiritbane charm',
- playbook_description: 'A Stealthy\nInfiltrator\nand Burglar',
- prowl1: '1',
- prowl2: '1',
- setting_showitem_0: '0',
- setting_showitem_1: '0',
- setting_showitem_2: '0',
- setting_showitem_9: '0',
- setting_traumata_set: 'normal',
- setting_vice_type: 'normal',
- xp_condition: 'You addressed a challenge with stealth or evasion.'
- },
- friends: [
- 'Telda, a beggar',
- 'Darmot, a bluecoat',
- 'Frake, a locksmith',
- 'Roslyn Kellis, a noble',
- 'Petra, a city clerk'
- ]
+ friends_title: "playbook_lurk_friends_title",
+ finesse1: "1",
+ gatherinfo1: "gatherinfo_what_do_they_intend",
+ gatherinfo2: "gatherinfo_how_can_I_get_them",
+ gatherinfo3: "gatherinfo_what_should_I_look",
+ gatherinfo4: "gatherinfo_whats_the_best_way",
+ gatherinfo5: "gatherinfo_where_can_I_hide",
+ gatherinfo6: "gatherinfo_how_can_I_find",
+ playbook_description: "playbook_lurk_description",
+ prowl1: "1",
+ prowl2: "1",
+ setting_traumata_set: "normal",
+ setting_vice_type: "normal",
+ xp_condition: "playbook_lurk_xp_condition"
+ },
+ items: [{
+ bold: "on",
+ name: "playbook_item_fine_lockpicks",
+ numboxes: "0"
+ }, {
+ bold: "on",
+ name: "playbook_item_fine_shadow_cloak",
+ numboxes: "1"
+ }, {
+ name: "playbook_item_light_climbing_gear",
+ numboxes: "1"
+ }, {
+ name: "playbook_item_silence_potion_vial",
+ numboxes: "0"
+ }, {
+ name: "playbook_item_dark-sight_goggles",
+ numboxes: "1"
+ }, {
+ name: "playbook_item_spiritbane_charm",
+ numboxes: "0"
+ }]
},
slide: {
- abilities: [{
- name: 'Rook\'s Gambit',
- description: 'Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.'
- },
- {
- name: 'Cloak & Dagger',
- description: 'When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.'
- },
- {
- name: 'Ghost Voice',
- description: 'You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.'
- },
- {
- name: 'Like Looking into a Mirror',
- description: 'You can always tell when someone is lying to you.'
- },
- {
- name: 'A Little Something on the Side',
- description: 'At the end of each downtime phase, you earn +2 stash.'
- },
- {
- name: 'Mesmerism',
- description: 'When you Sway someone, you may cause them to forget that it\'s happened until they next interact with you.'
- },
- {
- name: 'Subterfuge',
- description: 'You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.'
- },
- {
- name: 'Trust in Me',
- description: 'You get +1d vs. a target with whom you have an intimate relationship.'
- }
- ],
+ abilities: ["rook's_gambit", "cloak_&_dagger", "ghost_voice", "like_looking_into_a_mirror", "a_little_something_on_the_side", "mesmerism", "subterfuge", "trust_in_me"],
base: {
- friends_title: 'Sly Friends',
- consort1: '1',
- gatherinfo1: 'What do they intend to do?',
- gatherinfo2: 'How can I get them to [X]?',
- gatherinfo3: 'Are they telling the truth?',
- gatherinfo4: 'What are they really feeling?',
- gatherinfo5: 'What do they really care about?',
- gatherinfo6: 'How can I blend in here?',
- item_3_desc: 'Fine disguise kit',
- item_4_desc: 'Fine clothes & jewelry',
- item_6_desc: 'A cane-sword',
- item_7_desc: 'Fine loaded dice, trick cards',
- item_8_desc: 'Trance powder',
- item_9_desc: 'Spiritbane charm',
- playbook_description: 'A Subtle\nManipulator\nand Spy',
- setting_showitem_0: '0',
- setting_showitem_1: '0',
- setting_showitem_2: '0',
- setting_showitem_5: '0',
- setting_traumata_set: 'normal',
- setting_vice_type: 'normal',
- sway1: '1',
- sway2: '1',
- xp_condition: 'You addressed a challenge with deception or in influence.'
- },
- friends: [
- 'Bryl, a drug dealer',
- 'Bazso Baz, a gang leader',
- 'Klyra, a tavern owner',
- 'Nyryx, a prostitute',
- 'Harker, a jail-bird'
- ]
+ friends_title: "playbook_slide_friends_title",
+ consort1: "1",
+ gatherinfo1: "gatherinfo_what_do_they_intend",
+ gatherinfo2: "gatherinfo_how_can_I_get_them",
+ gatherinfo3: "gatherinfo_are_they_telling",
+ gatherinfo4: "gatherinfo_what_are_they_really",
+ gatherinfo5: "gatherinfo_what_do_they_really",
+ gatherinfo6: "gatherinfo_how_can_I_blend",
+ playbook_description: "playbook_slide_description",
+ setting_traumata_set: "normal",
+ setting_vice_type: "normal",
+ sway1: "1",
+ sway2: "1",
+ xp_condition: "playbook_slide_xp_condition"
+ },
+ items: [{
+ bold: "on",
+ name: "playbook_item_fine_clothes_&_jewelry",
+ numboxes: "0"
+ }, {
+ bold: "on",
+ name: "playbook_item_fine_disguise_kit",
+ numboxes: "1"
+ }, {
+ bold: "on",
+ name: "playbook_item_fine_loaded_dice,_trick_cards",
+ numboxes: "0"
+ }, {
+ name: "playbook_item_trance_powder",
+ numboxes: "0"
+ }, {
+ name: "playbook_item_a_cane-sword",
+ numboxes: "1"
+ }, {
+ name: "playbook_item_spiritbane_charm",
+ numboxes: "0"
+ }]
},
spider: {
- abilities: [{
- name: 'Foresight',
- description: 'Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.'
- },
- {
- name: 'Calculating',
- description: 'Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.'
- },
- {
- name: 'Connected',
- description: 'During downtime, you get +1 result level when you acquire an asset or reduce heat.'
- },
- {
- name: 'Functioning Vice',
- description: 'When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.'
- },
- {
- name: 'Ghost Contract',
- description: 'When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, "Cursed".'
- },
- {
- name: 'Jail Bird',
- description: 'When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).'
- },
- {
- name: 'Mastermind',
- description: 'You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.'
- },
- {
- name: 'Weaving the Web',
- description: 'You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.'
- }
- ],
+ abilities: ["foresight", "calculating", "connected", "functioning_vice", "ghost_contract", "jail_bird", "mastermind", "weaving_the_web"],
base: {
- consort1: '1',
- consort2: '1',
- friends_title: 'Shrewd Friends',
- gatherinfo1: 'What do they want most?',
- gatherinfo2: 'What should I look out for?',
- gatherinfo3: 'Where\'s the leverage here?',
- gatherinfo4: 'How can I discover [X]?',
- gatherinfo5: 'What do they intend to do?',
- gatherinfo6: 'How can I get them to [X]?',
- item_3_desc: 'Fine bottle of whiskey',
- item_4_desc: 'Fine cover identity',
- item_5_desc: 'Blueprints',
- item_7_desc: 'Vial of slumber essence',
- item_8_desc: 'Concealed palm pistol',
- item_9_desc: 'Spiritbane charm',
- playbook_description: 'A Devious\nMastermind',
- setting_showitem_0: '0',
- setting_showitem_1: '0',
- setting_showitem_2: '0',
- setting_showitem_6: '0',
- setting_traumata_set: 'normal',
- setting_vice_type: 'normal',
- study1: '1',
- xp_condition: 'You addressed a challenge with calculation or conspiracy.'
- },
- friends: [
- 'Salia, an information broker',
- 'Augus, a master architect',
- 'Jennah, a servant',
- 'Riven, a chemist',
- 'Jeren, a bluecoat archivist'
- ]
+ consort1: "1",
+ consort2: "1",
+ friends_title: "playbook_spider_friends_title",
+ gatherinfo1: "gatherinfo_what_do_they_want",
+ gatherinfo2: "gatherinfo_what_should_I_look",
+ gatherinfo3: "gatherinfo_wheres_the_leverage",
+ gatherinfo4: "gatherinfo_how_can_I_discover",
+ gatherinfo5: "gatherinfo_what_do_they_intend",
+ gatherinfo6: "gatherinfo_how_can_I_get_them",
+ playbook_description: "playbook_spider_description",
+ setting_traumata_set: "normal",
+ setting_vice_type: "normal",
+ study1: "1",
+ xp_condition: "playbook_spider_xp_condition"
+ },
+ items: [{
+ bold: "on",
+ name: "playbook_item_fine_cover_identity",
+ numboxes: "0"
+ }, {
+ bold: "on",
+ name: "playbook_item_fine_bottle_of_whiskey",
+ numboxes: "1"
+ }, {
+ name: "playbook_item_blueprints",
+ numboxes: "1"
+ }, {
+ name: "playbook_item_vial_of_slumber_essence",
+ numboxes: "0"
+ }, {
+ name: "playbook_item_concealed_palm_pistol",
+ numboxes: "0"
+ }, {
+ name: "playbook_item_spiritbane_charm",
+ numboxes: "0"
+ }]
},
whisper: {
- abilities: [{
- name: 'Compel',
- description: 'You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).'
- },
- {
- name: 'Ghost Mind',
- description: 'You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.'
- },
- {
- name: 'Iron Will',
- description: ' You\'re immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.'
- },
- {
- name: 'Occultist',
- description: 'You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you\'ve consorted with one, you get +1d to command cultists who worship it.'
- },
- {
- name: 'Ritual',
- description: 'You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.'
- },
- {
- name: 'Strange Methods',
- description: 'When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.'
- },
- {
- name: 'Tempest',
- description: 'You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).'
- },
- {
- name: 'Warded',
- description: 'You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.'
- }
- ],
+ abilities: ["compel", "ghost_mind", "iron_will", "occultist", "ritual", "strange_methods", "tempest", "warded"],
base: {
- attune1: '1',
- attune2: '1',
- friends_title: 'Strange Friends',
- gatherinfo1: 'What is arcane or weird here?',
- gatherinfo2: 'What echoes in the ghost field?',
- gatherinfo3: 'What is hidden or lost here?',
- gatherinfo4: 'What do they intend to do?',
- gatherinfo5: 'What drives them to do this?',
- gatherinfo6: 'How can I reveal [X]?',
- item_2_desc: 'Fine lightning hook',
- item_3_desc: 'Fine spirit mask',
- item_6_desc: 'Spirit bottles (2)',
- item_7_desc: 'Electroplasm vials',
- item_8_desc: 'Ghost key',
- item_9_desc: 'Demonbane charm',
- playbook_description: 'An Arcane\nAdept and\nChanneler',
- setting_showitem_0: '0',
- setting_showitem_1: '0',
- setting_showitem_4: '0',
- setting_showitem_5: '0',
- setting_traumata_set: 'normal',
- setting_vice_type: 'normal',
- study1: '1',
- xp_condition: 'You addressed a challenge with knowledge or arcane power.'
- },
- friends: [
- 'Nyryx, a possessor ghost',
- 'Scurlock, a vampire',
- 'Setarra, a demon',
- 'Quellyn, a witch',
- 'Flint, a spirit trafficker'
- ]
+ attune1: "1",
+ attune2: "1",
+ friends_title: "playbook_whisper_friends_title",
+ gatherinfo1: "gatherinfo_what_is_arcane",
+ gatherinfo2: "gatherinfo_what_echoes",
+ gatherinfo3: "gatherinfo_what_is_hidden",
+ gatherinfo4: "gatherinfo_what_do_they_intend",
+ gatherinfo5: "gatherinfo_what_drives_them",
+ gatherinfo6: "gatherinfo_reveal",
+ playbook_description: "playbook_whisper_description",
+ setting_traumata_set: "normal",
+ setting_vice_type: "normal",
+ study1: "1",
+ xp_condition: "playbook_whisper_xp_condition"
+ },
+ items: [{
+ bold: "on",
+ name: "playbook_item_fine_lightning_hook",
+ numboxes: "1"
+ }, {
+ bold: "on",
+ name: "playbook_item_fine_spirit_mask",
+ numboxes: "1"
+ }, {
+ name: "playbook_item_electroplasm_vials",
+ numboxes: "0"
+ }, {
+ name: "playbook_item_spirit_bottles_(2)",
+ numboxes: "1"
+ }, {
+ name: "playbook_item_ghost_key",
+ numboxes: "0"
+ }, {
+ name: "playbook_item_demonbane_charm",
+ numboxes: "0"
+ }]
},
vampire: {
- abilities: [{
- name: 'Undead',
- description: 'You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: "Incapacitated" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.'
- },
- {
- name: 'Terrible Power',
- description: 'Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.'
- },
- {
- name: 'Arcane Sight',
- description: 'Take 1 stress to sense beyond human limits. "Hear" a subject\'s true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.'
- },
- {
- name: 'A Void in the Echo',
- description: 'You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.'
- },
- {
- name: 'Dark Talent',
- description: 'Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you\'ve chosen.'
- },
- {
- name: 'Sinister Guile',
- description: 'During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.'
- }
- ],
+ abilities: ["undead", "terrible_power", "arcane_sight", "a_void_in_the_echo", "dark_talent", "sinister_guile"],
base: {
- friends_title: 'Dark Servants',
- gatherinfo1: 'What do they intend to do?',
- gatherinfo2: 'How can I get them to [X]?',
- gatherinfo3: 'What are they really feeling?',
- gatherinfo4: 'What should I look out for?',
- gatherinfo5: 'Where\'s the weakness here?',
- gatherinfo6: 'How can I find [X]?',
- item_3_desc: 'Fine shadow cloak',
- item_4_desc: 'Fine clothes and accoutrements',
- item_5_desc: 'Fine personal weapon',
- item_7_desc: 'Demonbane charm',
- item_8_desc: 'Spiritbane charm',
- playbook_description: 'A spirit animating an undead body',
- setting_extra_stress: '3',
- setting_vampirexp: 'on',
- setting_showitem_0: '0',
- setting_showitem_1: '0',
- setting_showitem_2: '0',
- setting_showitem_3: 'on',
- setting_showitem_4: 'on',
- setting_showitem_5: 'on',
- setting_showitem_6: '0',
- setting_showitem_7: 'on',
- setting_showitem_8: 'on',
- setting_showitem_9: '0',
- setting_show_strictures: 'on',
- setting_traumata_set: 'normal',
- setting_vice_type: 'vampire',
- trauma: '4',
- xp_condition: 'You displayed your dominance or slayed without mercy.',
- xp_condition2: 'You expressed your beliefs, drives, heritage, or background.',
- xp_condition3: 'You struggled with issues from your vice, traumas, or strictures during the session.'
- },
- friends: [
- 'Rutherford, a butler',
- 'Lylandra, a consort',
- 'Kira, a bodyguard',
- 'Otto, a coachman',
- 'Edrik, an envoy'
- ]
+ friends_title: "playbook_vampire_friends_title",
+ gatherinfo1: "gatherinfo_what_do_they_intend",
+ gatherinfo2: "gatherinfo_how_can_I_get_them",
+ gatherinfo3: "gatherinfo_what_are_they_really",
+ gatherinfo4: "gatherinfo_what_should_I_look",
+ gatherinfo5: "gatherinfo_wheres_the_weakness",
+ gatherinfo6: "gatherinfo_how_can_I_find",
+ playbook_description: "playbook_vampire_description",
+ setting_extra_stress: "3",
+ setting_vampirexp: "on",
+ setting_show_strictures: "on",
+ setting_traumata_set: "normal",
+ setting_vice_type: "vampire",
+ trauma: "4",
+ xp_condition: "playbook_vampire_xp_condition",
+ xp_condition2: "playbook_vampire_xp_condition2",
+ xp_condition3: "playbook_vampire_xp_condition3"
+ },
+ items: [{
+ name: "playbook_item_fine_clothes_and_accoutrements",
+ numboxes: "0"
+ }, {
+ name: "playbook_item_fine_personal_weapon",
+ numboxes: "1"
+ }, {
+ name: "playbook_item_fine_shadow_cloak",
+ numboxes: "1"
+ }, {
+ name: "playbook_item_demonbane_charm",
+ numboxes: "0"
+ }, {
+ name: "playbook_item_spiritbane_charm",
+ numboxes: "0"
+ }]
}
},
factionsData = {
factions1: [{
- name: 'The Unseen',
+ name: 'faction_the_unseen',
tier: 'IV',
hold: 'S'
},
{
- name: 'The Hive',
+ name: 'faction_the_hive',
tier: 'IV',
hold: 'S'
},
{
- name: 'The Circle of Flame',
+ name: 'faction_the_circle_of_flame',
tier: 'III',
hold: 'S'
},
{
- name: 'The Silver Nails',
+ name: 'faction_the_silver_nails',
tier: 'III',
hold: 'S'
},
{
- name: 'Lord Scurlock',
+ name: 'faction_lord_scurlock',
tier: 'III',
hold: 'S'
},
{
- name: 'The Crows',
+ name: 'faction_the_crows',
tier: 'II',
hold: 'W'
},
{
- name: 'The Lampblacks',
+ name: 'faction_the_lampblacks',
tier: 'II',
hold: 'W'
},
{
- name: 'The Red Sashes',
+ name: 'faction_the_red_sashes',
tier: 'II',
hold: 'W'
},
{
- name: 'The Dimmer Sisters',
+ name: 'faction_the_dimmer_sisters',
tier: 'II',
hold: 'S'
},
{
- name: 'The Grinders',
+ name: 'faction_the_grinders',
tier: 'II',
hold: 'W'
},
{
- name: 'The Billhooks',
+ name: 'faction_the_billhooks',
tier: 'II',
hold: 'W'
},
{
- name: 'The Wraiths',
+ name: 'faction_the_wraiths',
tier: 'II',
hold: 'W'
},
{
- name: 'The Gray Cloaks',
+ name: 'faction_the_gray_cloaks',
tier: 'II',
hold: 'S'
},
{
- name: 'Ulf Ironborn',
+ name: 'faction_ulf_ironborn',
tier: 'I',
hold: 'S'
},
{
- name: 'The Foghounds',
+ name: 'faction_the_foghounds',
tier: 'I',
hold: 'W'
},
{
- name: 'The Lost',
+ name: 'faction_the_lost',
tier: 'I',
hold: 'W'
}
],
factions2: [{
- name: 'Imperial Military',
+ name: 'faction_imperial_military',
tier: 'VI',
hold: 'S'
},
{
- name: 'City Council',
+ name: 'faction_city_council',
tier: 'V',
hold: 'S'
},
{
- name: 'Ministry of Preservation',
+ name: 'faction_ministry_of_preservation',
tier: 'V',
hold: 'S'
},
{
- name: 'Leviathan Hunters',
+ name: 'faction_leviathan_hunters',
tier: 'V',
hold: 'S'
},
{
- name: 'Ironhook Prison',
+ name: 'faction_ironhook_prison',
tier: 'IV',
hold: 'S'
},
{
- name: 'Sparkwrights',
+ name: 'faction_sparkwrights',
tier: 'IV',
hold: 'S'
},
{
- name: 'Spirit Wardens',
+ name: 'faction_spirit_wardens',
tier: 'IV',
hold: 'S'
},
{
- name: 'Bluecoats',
+ name: 'faction_bluecoats',
tier: 'III',
hold: 'S'
},
{
- name: 'Inspectors',
+ name: 'faction_inspectors',
tier: 'III',
hold: 'S'
},
{
- name: 'Iruvian Consulate',
+ name: 'faction_iruvian_consulate',
tier: 'III',
hold: 'S'
},
{
- name: 'Skovlan Consulate',
+ name: 'faction_skovlan_consulate',
tier: 'III',
hold: 'W'
},
{
- name: 'The Brigade',
+ name: 'faction_the_brigade',
tier: 'II',
hold: 'S'
},
{
- name: 'Severosi Consulate',
+ name: 'faction_severosi_consulate',
tier: 'I',
hold: 'S'
},
{
- name: 'Dagger Isles Consulate',
+ name: 'faction_dagger_isles_consulate',
tier: 'I',
hold: 'S'
}
],
factions3: [{
- name: 'The Foundation',
+ name: 'faction_the_foundation',
tier: 'IV',
hold: 'S'
},
{
- name: 'Dockers',
+ name: 'faction_dockers',
tier: 'III',
hold: 'S'
},
{
- name: 'Gondoliers',
+ name: 'faction_gondoliers',
tier: 'III',
hold: 'S'
},
{
- name: 'Sailors',
+ name: 'faction_sailors',
tier: 'III',
hold: 'W'
},
{
- name: 'Laborers',
+ name: 'faction_laborers',
tier: 'III',
hold: 'W'
},
{
- name: 'Cabbies',
+ name: 'faction_cabbies',
tier: 'II',
hold: 'W'
},
{
- name: 'Cyphers',
+ name: 'faction_cyphers',
tier: 'II',
hold: 'S'
},
{
- name: 'Ink Rakes',
+ name: 'faction_ink_rakes',
tier: 'II',
hold: 'W'
},
{
- name: 'Rail Jacks',
+ name: 'faction_rail_jacks',
tier: 'II',
hold: 'W'
},
{
- name: 'Servants',
+ name: 'faction_servants',
tier: 'II',
hold: 'W'
}
],
factions4: [{
- name: 'The Church of Ecstasy',
+ name: 'faction_the_church_of_ecstasy',
tier: 'IV',
hold: 'S'
},
{
- name: 'The Horde',
+ name: 'faction_the_horde',
tier: 'III',
hold: 'S'
},
{
- name: 'The Path of Echoes',
+ name: 'faction_the_path_of_echoes',
tier: 'III',
hold: 'S'
},
{
- name: 'The Forgotten Gods',
+ name: 'faction_the_forgotten_gods',
tier: 'III',
hold: 'W'
},
{
- name: 'The Reconciled',
+ name: 'faction_the_reconciled',
tier: 'III',
hold: 'S'
},
{
- name: 'Skovlander Refugees',
+ name: 'faction_skovlander_refugees',
tier: 'III',
hold: 'W'
},
{
- name: 'The Weeping Lady',
+ name: 'faction_the_weeping_lady',
tier: 'II',
hold: 'S'
},
{
- name: 'Deathlands Scavengers',
+ name: 'faction_deathlands_scavengers',
tier: 'II',
hold: 'W'
}
],
factions5: [{
- name: 'Whitecrown',
+ name: 'faction_whitecrown',
tier: 'V',
hold: 'S'
},
{
- name: 'Brightstone',
+ name: 'faction_brightstone',
tier: 'IV',
hold: 'S'
},
{
- name: 'Charterhall',
+ name: 'faction_charterhall',
tier: 'IV',
hold: 'S'
},
{
- name: 'Six Towers',
+ name: 'faction_six_towers',
tier: 'III',
hold: 'W'
},
{
- name: 'Silkshore',
+ name: 'faction_silkshore',
tier: 'II',
hold: 'S'
},
{
- name: 'Nightmarket',
+ name: 'faction_nightmarket',
tier: 'II',
hold: 'S'
},
{
- name: 'Crow\'s Foot',
+ name: 'faction_crow\'s_foot',
tier: 'II',
hold: 'S'
},
{
- name: 'The Docks',
+ name: 'faction_the_docks',
tier: 'II',
hold: 'S'
},
{
- name: 'Barrowcleft',
+ name: 'faction_barrowcleft',
tier: 'II',
hold: 'S'
},
{
- name: 'Coalridge',
+ name: 'faction_coalridge',
tier: 'II',
hold: 'W'
},
{
- name: 'Charhollow',
+ name: 'faction_charhollow',
tier: 'I',
hold: 'S'
},
{
- name: 'Dunslough',
+ name: 'faction_dunslough',
tier: 'I',
hold: 'W'
}
@@ -1513,9 +1117,197 @@ var crewData = {
'sway'
]
},
- spiritPlaybooks = ['ghost', 'hull', 'vampire'];
+ itemData = [{
+ name: 'a_blade_or_two',
+ numboxes: '1'
+ },
+ {
+ name: 'throwing_knives',
+ numboxes: '1'
+ },
+ {
+ name: 'a_pistol',
+ numboxes: '1',
+ short: 'on'
+ },
+ {
+ name: 'a_2nd_pistol',
+ numboxes: '1',
+ short: 'on'
+ },
+ {
+ name: 'a_large_weapon',
+ numboxes: '2'
+ },
+ {
+ name: 'an_unusual_weapon',
+ numboxes: '1'
+ },
+ {
+ name: 'armor',
+ numboxes: '2',
+ short: 'on'
+ },
+ {
+ name: '+heavy',
+ numboxes: '3',
+ short: 'on'
+ },
+ {
+ name: 'burglary_gear',
+ numboxes: '1'
+ },
+ {
+ name: 'climbing_gear',
+ numboxes: '2'
+ },
+ {
+ name: 'arcane_implements',
+ numboxes: '1'
+ },
+ {
+ name: 'documents',
+ numboxes: '1'
+ },
+ {
+ name: 'subterfuge_supplies',
+ numboxes: '1'
+ },
+ {
+ name: 'demolition_tools',
+ numboxes: '2'
+ },
+ {
+ name: 'tinkering_tools',
+ numboxes: '1'
+ },
+ {
+ name: 'lantern',
+ numboxes: '1'
+ }
+ ],
+ spiritPlaybooks = ['ghost', 'hull', 'vampire'],
+ defaultValues = {
+ cohort1_name: 'cohort',
+ contacts_title: 'contacts',
+ factions_title: 'factions_title',
+ factions1_header: 'factions1',
+ factions2_header: 'factions2',
+ factions3_header: 'factions3',
+ factions4_header: 'factions4',
+ factions5_header: 'factions5',
+ frame: 'frame',
+ friends_title: 'friends',
+ setting_stress_label: 'stress',
+ setting_trauma_label: 'trauma',
+ upgrade_6_name: 'carriage',
+ upgrade_7_name: 'documents',
+ upgrade_8_name: 'boat',
+ upgrade_9_name: 'gear',
+ upgrade_10_name: 'hidden',
+ upgrade_11_name: 'implements',
+ upgrade_12_name: 'quarters',
+ upgrade_13_name: 'supplies',
+ upgrade_14_name: 'secure',
+ upgrade_15_name: 'tools',
+ upgrade_16_name: 'vault',
+ upgrade_17_name: 'weapons',
+ upgrade_18_name: 'workshop',
+ upgrade_20_name: 'insight',
+ upgrade_21_name: 'prowess',
+ upgrade_22_name: 'resolve',
+ upgrade_23_name: 'personal',
+ upgrade_24_name: 'mastery',
+ xp_condition2: 'xp_beliefs',
+ xp_condition3: 'xp_vice'
+ };
+/* NECESSARY DATA TRANSFORMATION */
+/* Translate crewData */
+Object.keys(crewData).forEach(crew => {
+ let base = crewData[crew].base,
+ translatedBaseAttributes = [
+ ...[...Array(16).keys()].slice(1).map(i => `claim_${i}_name`),
+ ...[...Array(16).keys()].slice(1).map(i => `claim_${i}_desc`),
+ 'cohort1_name',
+ 'cohort1_subtype',
+ 'crew_description',
+ 'crew_xp_condition',
+ 'hunting_grounds_type',
+ 'hunting_grounds_description',
+ 'upgrade_6_name',
+ 'upgrade_8_name'
+ ];
+ Object.keys(base).forEach(attr => {
+ if (translatedBaseAttributes.includes(attr)) {
+ base[attr] = getTranslationByKey(base[attr]);
+ }
+ });
+ crewData[crew].contacts = [...Array(6).keys()].map(i => ({
+ name: getTranslationByKey(`crew_${crew}_contact_${i}`)
+ }));
+ crewData[crew].abilities = crewData[crew].abilities.map(name => ({
+ name: getTranslationByKey(`crew_ability_${name}`),
+ description: getTranslationByKey(`crew_ability_${name}_description`)
+ }));
+ crewData[crew].upgrades.forEach(upgrade => {
+ upgrade.name = getTranslationByKey(upgrade.name);
+ upgrade.boxes_chosen = 'on';
+ });
+});
+/* Translate itemData */
+itemData.forEach(item => {
+ item.boxes_chosen = 'on';
+ item.name = getTranslationByKey(item.name);
+});
+/* Translate defaultValues */
+Object.keys(defaultValues).forEach(k => {
+ defaultValues[k] = getTranslationByKey(defaultValues[k]);
+});
+/* Translate factions */
+Object.keys(factionsData).forEach(x => {
+ factionsData[x].forEach(faction => {
+ faction.name = getTranslationByKey(faction.name);
+ });
+});
+/* Translate playbooks */
+Object.keys(playbookData).forEach(playbook => {
+ let base = playbookData[playbook].base,
+ translatedBaseAttributes = [
+ 'friends_title',
+ 'gatherinfo1',
+ 'gatherinfo2',
+ 'gatherinfo3',
+ 'gatherinfo4',
+ 'gatherinfo5',
+ 'gatherinfo6',
+ 'playbook_description',
+ 'setting_stress_label',
+ 'setting_trauma_label',
+ 'xp_condition',
+ 'xp_condition2',
+ 'xp_condition3'
+ ];
+ Object.keys(base).forEach(attr => {
+ if (translatedBaseAttributes.includes(attr)) {
+ base[attr] = getTranslationByKey(base[attr]);
+ }
+ });
+ playbookData[playbook].friends = [...Array(5).keys()]
+ .filter(i => getTranslationByKey(`playbook_${playbook}_friend_${i}`))
+ .map(i => ({
+ name: getTranslationByKey(`playbook_${playbook}_friend_${i}`)
+ }));
+ playbookData[playbook].abilities = playbookData[playbook].abilities.map(name => ({
+ name: getTranslationByKey(`playbook_ability_${name}`),
+ description: getTranslationByKey(`playbook_ability_${name}_description`)
+ }));
+ playbookData[playbook].items.forEach(item => {
+ item.name = getTranslationByKey(item.name);
+ item.boxes_chosen = 'on';
+ });
+});
/* UTILITY FUNCTIONS */
-var setDiceFromTotal = function (name, numDice, upToFive, value) {
+var setDiceFromTotal = (name, numDice, upToFive, value) => {
'use strict';
value = value || 1;
let setting = {};
@@ -1525,85 +1317,128 @@ var setDiceFromTotal = function (name, numDice, upToFive, value) {
setting[`${name}4`] = (numDice > 3) ? value : 0;
if (upToFive) {
setting[`${name}5`] = (numDice > 4) ? value : 0;
- };
+ }
setAttrs(setting);
},
- fillRepeatingSectionFromData = function (sectionName, dataList) {
+ fillRepeatingSectionFromData = (sectionName, dataList, autoGenerated, callback) => {
'use strict';
- getSectionIDs(`repeating_${sectionName}`, function (idList) {
+ callback = callback || (() => {});
+ getSectionIDs(`repeating_${sectionName}`, idList => {
let rowNameAttributes = idList.map(id => `repeating_${sectionName}_${id}_name`);
- getAttrs(rowNameAttributes, function (attrs) {
- let existingRows = Object.keys(attrs).map(x => attrs[x]);
+ getAttrs(rowNameAttributes, v => {
+ let existingRows = Object.keys(v).map(x => v[x]),
+ createdIDs = [];
let setting = dataList.filter(o => !existingRows.includes(o.name))
- .map(function (o) {
- let rowID = generateRowID();
- return Object.keys(o).reduce(function (m, key) {
+ .map(o => {
+ let rowID;
+ while (!rowID) {
+ let newID = generateRowID();
+ if (!createdIDs.includes(newID)) {
+ rowID = newID;
+ createdIDs.push(rowID);
+ }
+ }
+ let newAttrs = {};
+ if (autoGenerated) {
+ newAttrs[`repeating_${sectionName}_${rowID}_autogen`] = '1';
+ }
+ return Object.keys(o).reduce((m, key) => {
m[`repeating_${sectionName}_${rowID}_${key}`] = o[key];
return m;
- }, {});
+ }, newAttrs);
})
- .reduce(function (m, o) {
- return Object.assign(m, o);
- }, {});
- setAttrs(setting);
+ .reduce((m, o) => Object.assign(m, o), {});
+ setAttrs(setting, {}, callback);
});
});
},
- emptyFirstRowIfUnnamed = function (sectionName) {
+ emptyFirstRowIfUnnamed = sectionName => {
'use strict';
- getSectionIDs(`repeating_${sectionName}`, function (idList) {
+ getSectionIDs(`repeating_${sectionName}`, idList => {
let id = idList[0];
- getAttrs([`repeating_${sectionName}_${id}_name`], function (v) {
+ getAttrs([`repeating_${sectionName}_${id}_name`], v => {
if (!v[`repeating_${sectionName}_${id}_name`]) {
removeRepeatingRow(`repeating_${sectionName}_${id}`);
- };
+ }
+ });
+ });
+ },
+ deleteAutogenRows = (sectionName, callback) => {
+ callback = callback || (() => {});
+ getSectionIDs(`repeating_${sectionName}`, idList => {
+ getAttrs(idList.map(id => `repeating_${sectionName}_${id}_autogen`), v => {
+ idList.forEach(id => {
+ if (v[`repeating_${sectionName}_${id}_autogen`]) {
+ removeRepeatingRow(`repeating_${sectionName}_${id}`);
+ }
+ });
+ callback();
});
});
};
/* DEFAULT FILLS FOR PLAYBOOKS AND CREWS */
+/* Watch repeating rows for changes and set autogen to false if change happens*/
+var RepeatingSectionsToWatchForAutogen = ['ability', 'crewability', 'friend', 'contact', 'playbookitem', 'upgrade'];
+RepeatingSectionsToWatchForAutogen.forEach(sectionName => {
+ on(`change:repeating_${sectionName}`, eventInfo => {
+ let idMatch = eventInfo.sourceAttribute.match(new RegExp(`^repeating_${sectionName}_(.*?)_`)),
+ id = idMatch && idMatch[1];
+ if (id && eventInfo.sourceType === 'player') {
+ let setting = {};
+ setting[`repeating_${sectionName}_${id}_autogen`] = '';
+ setAttrs(setting);
+ }
+ });
+});
/* Set some default fields when setting crew type or playbook */
var crewAttributes = [...new Set([].concat(...Object.keys(crewData).map(x => Object.keys(crewData[x].base))))],
playbookAttributes = [...new Set([].concat(...Object.keys(playbookData).map(x => Object.keys(playbookData[x].base))))],
watchedAttributes = new Set([].concat(crewAttributes, playbookAttributes));
-on('change:crew_type change:playbook', function (event) {
+on('change:crew_type change:playbook', event => {
'use strict';
- getAttrs(['crew_type', 'playbook', 'changed_attributes'], function (attrValues) {
- let changedAttributes = (attrValues.changed_attributes || '').split(','),
+ getAttrs(['crew_type', 'playbook', 'changed_attributes'], v => {
+ let changedAttributes = (v.changed_attributes || '').split(','),
data, baseData, sourceName;
switch (event.sourceAttribute) {
case 'crew_type':
- sourceName = attrValues.crew_type.toLowerCase();
+ sourceName = v.crew_type.toLowerCase();
if (crewData.hasOwnProperty(sourceName)) {
data = crewData[sourceName].base;
baseData = crewAttributes;
- };
+ deleteAutogenRows('contact', () => fillRepeatingSectionFromData('contact', crewData[sourceName].contacts, true));
+ deleteAutogenRows('crewability', () => fillRepeatingSectionFromData('crewability', crewData[sourceName].abilities, true));
+ deleteAutogenRows('upgrade', () => fillRepeatingSectionFromData('upgrade', crewData[sourceName].upgrades, true));
+ }
break;
case 'playbook':
- sourceName = attrValues.playbook.toLowerCase();
+ sourceName = v.playbook.toLowerCase();
if (playbookData.hasOwnProperty(sourceName)) {
data = playbookData[sourceName].base;
baseData = playbookAttributes;
- };
+ deleteAutogenRows('friend', () => fillRepeatingSectionFromData('friend', playbookData[sourceName].friends, true));
+ deleteAutogenRows('ability', () => fillRepeatingSectionFromData('ability', playbookData[sourceName].abilities, true));
+ deleteAutogenRows('playbookitem', () => fillRepeatingSectionFromData('playbookitem', playbookData[sourceName].items, true));
+ }
};
/* Change unset attributes to default */
if (data) {
let finalSettings = {};
if (!spiritPlaybooks.includes(sourceName)) {
baseData.filter(name => !changedAttributes.includes(name))
- .forEach(name => (finalSettings[name] = ''));
+ .forEach(name => (finalSettings[name] = defaultValues[name] || ''));
};
Object.keys(data).filter(name => !changedAttributes.includes(name))
.forEach(name => (finalSettings[name] = data[name]));
setAttrs(finalSettings);
- };
+ }
});
});
/* Watch for changes in auto-set attributes */
-watchedAttributes.forEach(function (name) {
+watchedAttributes.forEach(name => {
'use strict';
- on(`change:${name}`, function (eventInfo) {
+ on(`change:${name}`, eventInfo => {
if (eventInfo.sourceType === 'player') {
- getAttrs(['changed_attributes'], function (v) {
+ getAttrs(['changed_attributes'], v => {
let changedAttributes = [...new Set(v.changed_attributes.split(',').concat(name))].filter(x => !!x).join(',');
setAttrs({
changed_attributes: changedAttributes
@@ -1613,90 +1448,88 @@ watchedAttributes.forEach(function (name) {
});
});
/* DERIVED DICE NUMBERS */
-var actions1 = Object.keys(actionData).reduce(function (m, k) {
+var actions1 = Object.keys(actionData).reduce((m, k) => {
m[k] = actionData[k].map(s => `${s}1`);
return m;
}, {}),
actionsFlat = [].concat(...Object.keys(actionData).map(x => actionData[x])),
actions1Flat = actionsFlat.map(str => str + '1'),
- calculateResistance = function (name) {
+ calculateResistance = name => {
'use strict';
- getAttrs(actions1[name], function (attrs) {
- let numDice = Object.keys(attrs).map(x => attrs[x]).reduce((s, v) => s + parseInt(v || 0), 0);
+ getAttrs(actions1[name], v => {
+ let numDice = Object.keys(v).map(x => v[x]).reduce((s, c) => s + parseInt(c || 0), 0);
setDiceFromTotal(name, numDice);
});
},
- calculateVice = function () {
+ calculateVice = () => {
'use strict';
- getAttrs(actions1Flat, function (values) {
- let numDice = Math.min(...Object.keys(actions1).map(function (name) {
- return actions1[name].reduce((s, str) => s + parseInt(values[str] || 0), 0);
+ getAttrs(actions1Flat, v => {
+ let numDice = Math.min(...Object.keys(actions1).map(name => {
+ return actions1[name].reduce((s, str) => s + parseInt(v[str] || 0), 0);
}));
setDiceFromTotal('vice', numDice);
});
};
/* Register attribute/action event handlers */
-Object.keys(actionData).forEach(function (attributeName) {
+Object.keys(actionData).forEach(attributeName => {
'use strict';
- actionData[attributeName].forEach(function (actionName) {
+ actionData[attributeName].forEach(actionName => {
on(`change:${actionName}1`, () => calculateResistance(attributeName));
});
- on(`change:${attributeName}1 change:${attributeName}2 change:${attributeName}3 change:${attributeName}4`, calculateVice);
+ on([1, 2, 3, 4].map(x => `change:${attributeName}${x}`).join(' '), calculateVice);
});
/* GENERATE FACTIONS */
-on('change:generate_factions', function (event) {
+on('change:generate_factions', () => {
'use strict';
Object.keys(factionsData).forEach(function (sectionName) {
fillRepeatingSectionFromData(sectionName, factionsData[sectionName]);
});
});
/* GENERATE ABILITIES */
-on('change:generate_abilities', function () {
+on('change:generate_abilities', () => {
'use strict';
- getAttrs(['generate_source'], function (v) {
+ getAttrs(['generate_source'], v => {
let sectionName, dataList;
if (crewData.hasOwnProperty(v.generate_source)) {
sectionName = 'crewability';
dataList = crewData[v.generate_source].abilities;
- } else if (playbookData.hasOwnProperty(v.generate_source)) {
+ }
+ else if (playbookData.hasOwnProperty(v.generate_source)) {
sectionName = 'ability';
dataList = playbookData[v.generate_source].abilities;
- };
+ }
emptyFirstRowIfUnnamed(sectionName);
fillRepeatingSectionFromData(sectionName, dataList);
});
});
/* GENERATE FRIENDS */
-on('change:generate_friends', function () {
+on('change:generate_friends', () => {
'use strict';
- getAttrs(['generate_source'], function (v) {
+ getAttrs(['generate_source'], v => {
let sectionName, dataList;
if (crewData.hasOwnProperty(v.generate_source)) {
sectionName = 'contact';
- dataList = crewData[v.generate_source].contacts.map(n => ({
- name: n
- }));
- } else if (playbookData.hasOwnProperty(v.generate_source)) {
+ dataList = crewData[v.generate_source].contacts;
+ }
+ else if (playbookData.hasOwnProperty(v.generate_source)) {
sectionName = 'friend';
- dataList = playbookData[v.generate_source].friends.map(n => ({
- name: n
- }));
- };
+ dataList = playbookData[v.generate_source].friends;
+ }
emptyFirstRowIfUnnamed(sectionName);
fillRepeatingSectionFromData(sectionName, dataList);
});
});
/* CALCULATE WANTED */
-on('change:wanted', function () {
+on('change:wanted', () => {
'use strict';
- getAttrs(['wanted'], function (v) {
+ getAttrs(['wanted'], v => {
setDiceFromTotal('wanted', parseInt(v.wanted));
});
});
/* EXTRA STRESS BOXES */
-on('change:setting_extra_stress', function () {
+on('change:setting_extra_stress', () => {
'use strict';
- getAttrs(['setting_extra_stress'], function (v) {
+ getAttrs(['setting_extra_stress'], v => {
setDiceFromTotal('setting_extra_stress', parseInt(v.setting_extra_stress), true, 'on');
});
});
@@ -1706,53 +1539,52 @@ var calculateCohortDots = function (t1, t2, t3, t4, imp, type, prefix) {
let numDots = parseInt(t1) + parseInt(t2) + parseInt(t3) + parseInt(t4);
if (imp === 'on') {
numDots = numDots - 1;
- };
+ }
if (type === 'elite' || type === 'expert') {
numDots = numDots + 1;
- };
+ }
setDiceFromTotal(`${prefix}die`, numDots, true);
},
qualityAttrs = ['crew_tier1', 'crew_tier2', 'crew_tier3', 'crew_tier4', 'cohort1_impaired', 'cohort1_type'],
- qualityEvent = qualityAttrs.map(str => `change:${str}`).join(' '),
- calculateCohort1Dice = function () {
- 'use strict';
- getAttrs(qualityAttrs, function (attrs) {
- calculateCohortDots(attrs.crew_tier1, attrs.crew_tier2, attrs.crew_tier3, attrs.crew_tier4, attrs.cohort1_impaired, attrs.cohort1_type, 'cohort1_');
- });
- };
-on(qualityEvent, calculateCohort1Dice);
-var repeatingQualityAttrs = ['crew_tier1', 'crew_tier2', 'crew_tier3', 'crew_tier4', 'repeating_cohort:impaired', 'repeating_cohort:type'],
- repeatingQualityEvent = repeatingQualityAttrs.map(str => `change:${str}`).join(' '),
- calculateRepeatingCohortDice = function () {
- 'use strict';
- getSectionIDs('repeating_cohort', function (list) {
- list.forEach(function (id) {
- let attrList = repeatingQualityAttrs.map(str => str.replace(':', `_${id}_`));
- getAttrs(attrList, function (attrs) {
- calculateCohortDots(attrs.crew_tier1, attrs.crew_tier2, attrs.crew_tier3, attrs.crew_tier4, attrs[attrList[4]], attrs[attrList[5]], `repeating_cohort_${id}_`);
- });
+ qualityEvent = qualityAttrs.map(x => `change:${x}`).join(' '),
+ repeatingQualityAttrs = ['crew_tier1', 'crew_tier2', 'crew_tier3', 'crew_tier4', 'repeating_cohort:impaired', 'repeating_cohort:type'],
+ repeatingQualityEvent = repeatingQualityAttrs.map(x => `change:${x}`).join(' ');
+on(qualityEvent, () => {
+ 'use strict';
+ getAttrs(qualityAttrs, attrs => {
+ calculateCohortDots(attrs.crew_tier1, attrs.crew_tier2, attrs.crew_tier3, attrs.crew_tier4, attrs.cohort1_impaired, attrs.cohort1_type, 'cohort1_');
+ });
+});
+on(repeatingQualityEvent + ' ' + ['name', 'subtype', 'edges', 'flaws', 'description'].map(x => `change:repeating_cohort:${x}`).join(' '), () => {
+ 'use strict';
+ getSectionIDs('repeating_cohort', list => {
+ list.forEach(id => {
+ let attrList = repeatingQualityAttrs.map(str => str.replace(':', `_${id}_`));
+ getAttrs(attrList, v => {
+ calculateCohortDots(v.crew_tier1, v.crew_tier2, v.crew_tier3, v.crew_tier4, v[attrList[4]], v[attrList[5]], `repeating_cohort_${id}_`);
});
});
- };
-on(repeatingQualityEvent + ' change:repeating_cohort:name change:repeating_cohort:subtype change:repeating_cohort:edges change:repeating_cohort:flaws change:repeating_cohort:description', calculateRepeatingCohortDice);
+ });
+});
/* LEFT-FILL CHECKBOXES */
-var handleFourBoxesFill = function (name) {
+var handleFourBoxesFill = (name, activeValue) => {
'use strict';
- on(`change:${name}1 change:${name}2 change:${name}3 change:${name}4`, function (event) {
- getAttrs([event.sourceAttribute], function (v) {
+ activeValue = activeValue || '1';
+ on(`change:${name}1 change:${name}2 change:${name}3 change:${name}4`, event => {
+ getAttrs([event.sourceAttribute], v => {
let rName = event.sourceAttribute.slice(0, -1);
- if (v[event.sourceAttribute] === '1') {
+ if (v[event.sourceAttribute] === activeValue) {
let setting = {};
switch (event.sourceAttribute.slice(-1)) {
case '4':
- setting[`${rName}3`] = '1';
+ setting[`${rName}3`] = activeValue;
case '3':
- setting[`${rName}2`] = '1';
+ setting[`${rName}2`] = activeValue;
case '2':
- setting[`${rName}1`] = '1';
+ setting[`${rName}1`] = activeValue;
};
setAttrs(setting);
- };
+ }
if (v[event.sourceAttribute] === '0') {
let setting = {};
switch (event.sourceAttribute.slice(-1)) {
@@ -1764,7 +1596,7 @@ var handleFourBoxesFill = function (name) {
setting[`${rName}4`] = '0';
};
setAttrs(setting);
- };
+ }
});
});
};
@@ -1772,22 +1604,16 @@ var handleFourBoxesFill = function (name) {
actionsFlat.forEach(handleFourBoxesFill);
/* Crew Tier */
handleFourBoxesFill('crew_tier');
+handleFourBoxesFill('upgrade_24_check_', 'on');
/* Items/Upgrades */
-var itemChecks = [
- 'item_1_check',
- 'item_14_check',
- 'item_16_check',
- 'item_18_check',
- 'item_22_check',
- 'upgrade_1_check',
- 'upgrade_24_check',
+var legacyChecks = [
'bandolier1_check',
'bandolier2_check'
];
-itemChecks.forEach(function (name) {
+legacyChecks.forEach(name => {
'use strict';
- on(`change:${name} change:${name}_b change:${name}_c change:${name}_d change:${name}_e`, function (event) {
- getAttrs([event.sourceAttribute], function (v) {
+ on(['', '_b', '_c', '_d', '_e'].map(x => `change:${name}${x}`).join(' '), event => {
+ getAttrs([event.sourceAttribute], v => {
if (v[event.sourceAttribute] === 'on') {
let setting = {};
switch (event.sourceAttribute.slice('-1')) {
@@ -1801,7 +1627,7 @@ itemChecks.forEach(function (name) {
setting[`${name}`] = 'on';
};
setAttrs(setting);
- };
+ }
if (v[event.sourceAttribute] === '0') {
let setting = {};
switch (event.sourceAttribute.slice('-1')) {
@@ -1815,12 +1641,37 @@ itemChecks.forEach(function (name) {
setting[`${name}_e`] = 0;
};
setAttrs(setting);
- };
+ }
+ });
+ });
+});
+['item', 'playbookitem', 'upgrade'].forEach(sectionName => {
+ on([1, 2, 3].map(x => `change:repeating_${sectionName}:check_${x}`).join(' '), event => {
+ getAttrs([event.sourceAttribute], v => {
+ let rName = event.sourceAttribute.slice(0, -1),
+ setting = {};
+ if (v[event.sourceAttribute] === 'on') {
+ switch (event.sourceAttribute.slice(-1)) {
+ case '3':
+ setting[`${rName}2`] = 'on';
+ case '2':
+ setting[`${rName}1`] = 'on';
+ };
+ }
+ if (v[event.sourceAttribute] === '0') {
+ switch (event.sourceAttribute.slice(-1)) {
+ case '1':
+ setting[`${rName}2`] = '0';
+ case '2':
+ setting[`${rName}3`] = '0';
+ };
+ }
+ setAttrs(setting);
});
});
});
/* INITIALISATION AND UPGRADES */
-on('sheet:opened', function () {
+on('sheet:opened', () => {
'use strict';
let initialRows = [
'ability',
@@ -1829,88 +1680,387 @@ on('sheet:opened', function () {
'contact'
];
/* Make sure sheet_type is never 0 */
- getAttrs(['sheet_type', 'changed_attributes'], function (v) {
+ getAttrs(['sheet_type', 'changed_attributes'], v => {
if (!['character', 'crew', 'faction'].includes(v.sheet_type)) {
setAttrs({
sheet_type: 'character'
});
}
});
- /* Initial setup */
- getAttrs(['version'], function (v) {
- // Setup initial rows in repeating sections
- if (!v.version) {
- let setting = initialRows.reduce(function (memo, sectionName) {
- memo[`repeating_${sectionName}_${generateRowID()}_dummy`] = 1;
- return memo;
- }, {});
- setAttrs(setting);
- };
- // Upgrade to 0.7: Convert legacy faction repeating section to text
- if (v.version && v.version.split('.')[0] === '0' && parseInt(v.version.split('.')[1]) < 7) {
- getSectionIDs('repeating_faction', function (list) {
- let sectionList = ['faction1', 'faction2'].concat(list.map(str => `repeating_faction_${str}`)),
- attrList = [].concat(...sectionList.map(str => [`${str}_name`, `${str}_status`, `${str}_description`]));
- getAttrs(attrList, function (attrs) {
- let output = sectionList.map(function (str) {
- return 'Name: ' + attrs[`${str}_name`] + '\n' +
- 'Status: ' + (attrs[`${str}_status`] || '') + '\n' +
- 'Notes: ' + (attrs[`${str}_description`] || '') + '\n';
- }).join('\n');
- setAttrs({
- faction_notes: output
+ /* Set up queries */
+ setAttrs({
+ bonusdice: `?{${getTranslationByKey('bonusdice')}}`,
+ bonusdice_long: `?{${getTranslationByKey('bonusdice')}|0|1|2|3|4|5|6|-1|-2|-3}`,
+ effect_query: getTranslationByKey('effect_query'),
+ notes_query: `?{${getTranslationByKey('notes')}|}`,
+ numberofdice: `?{${getTranslationByKey('numberofdice')}}`,
+ numberofdice_long: `?{${getTranslationByKey('numberofdice')}|0|1|2|3|4|5|6}`,
+ position_query: getTranslationByKey('position_query')
+ });
+ /* Setup and upgrades */
+ getAttrs(['version'], v => {
+ let upgradeSheet = version => {
+ const versionMajor = version && parseInt(version.split('.')[0]),
+ versionMinor = version && parseInt(version.split('.')[1]);
+ // Setup initial rows in repeating sections and generate standard items
+ if (!version) {
+ let setting = initialRows.reduce((memo, sectionName) => {
+ memo[`repeating_${sectionName}_${generateRowID()}_autogen`] = 1;
+ return memo;
+ }, {});
+ setAttrs(setting);
+ fillRepeatingSectionFromData('item', itemData);
+ setAttrs(defaultValues);
+ console.log('Initialising new sheet');
+ }
+ // Upgrade to 0.7: Convert legacy faction repeating section to text
+ else if (versionMajor === 0 && versionMinor < 7) {
+ getSectionIDs('repeating_faction', list => {
+ let sectionList = ['faction1', 'faction2'].concat(list.map(str => `repeating_faction_${str}`)),
+ attrList = [].concat(...sectionList.map(str => [`${str}_name`, `${str}_status`, `${str}_description`]));
+ getAttrs(attrList, v => {
+ let output = sectionList.map(str => {
+ return 'Name: ' + v[`${str}_name`] + '\n' +
+ 'Status: ' + (v[`${str}_status`] || '') + '\n' +
+ 'Notes: ' + (v[`${str}_description`] || '') + '\n';
+ }).join('\n');
+ setAttrs({
+ faction_notes: output
+ });
+ list.forEach(id => removeRepeatingRow(`repeating_faction_${id}`));
+ upgradeSheet('0.7');
+ console.log('Updating to 0.7');
});
- setAttrs({
- faction1_name: '',
- faction1_status: '',
- faction1_description: '',
- faction1_expand: '',
- faction2_name: '',
- faction2_status: '',
- faction2_description: '',
- faction2_expand: ''
+ });
+ }
+ // Upgrade to 0.9: Convert ability/friend/crewability/contact first row
+ else if (versionMajor === 0 && versionMinor < 9) {
+ let upgradeFunction = _.after(4, () => upgradeSheet('0.9')),
+ attrs = ['ability1_check', 'ability1_name', 'ability1_description',
+ 'friend1_status', 'friend1_name',
+ 'crew_ability1_check', 'crew_ability1_name', 'crew_ability1_description',
+ 'contact1_check', 'contact1_name'
+ ];
+ getAttrs(attrs, v => {
+ fillRepeatingSectionFromData('ability', [{
+ check: v.ability1_check || '0',
+ description: v.ability1_description || '',
+ name: v.ability1_name || ''
+ }], false, upgradeFunction);
+ fillRepeatingSectionFromData('friend', [{
+ name: v.friend1_name || '',
+ status: v.friend1_status || ''
+ }], false, upgradeFunction);
+ fillRepeatingSectionFromData('crewability', [{
+ check: v.crew_ability1_check || '0',
+ description: v.crew_ability1_description || '',
+ name: v.crew_ability1_name || ''
+ }], false, upgradeFunction);
+ fillRepeatingSectionFromData('contact', [{
+ check: v.contact1_check || '0',
+ name: v.contact1_name || ''
+ }], false, upgradeFunction);
+ console.log('Updating to 0.9');
+ });
+ }
+ // Upgrade to 1.0: Make sure that resistance values are calculated correctly.
+ else if (versionMajor === 0) {
+ Object.keys(actionData).forEach(calculateResistance);
+ calculateVice();
+ upgradeSheet('1.0');
+ console.log('Updating to 1.0');
+ }
+ // Upgrade to 1.4: Convert playbook items and repeating items
+ else if (versionMajor === 1 && versionMinor < 4) {
+ let upgradeFunction = _.after(2, () => upgradeSheet('1.4')),
+ indices = [...Array(10).keys()], // [0:9]
+ allAttrs = [
+ ...indices.map(n => `item_${n}_check`),
+ ...indices.map(n => `item_${n}_desc`),
+ 'item_0_check_b',
+ 'item_0_check_c',
+ 'item_1_check_b'
+ ];
+ getAttrs(allAttrs, v => {
+ let items = [];
+ if (v['item_0_desc']) {
+ items.push({
+ check_1: v['item_0_check'] || '0',
+ name: v['item_0_desc'],
+ numboxes: '1'
+ });
+ items.push({
+ check_1: v['item_0_check_b'] || '0',
+ name: v['item_0_desc'],
+ numboxes: '1'
+ });
+ items.push({
+ check_1: v['item_0_check_c'] || '0',
+ name: v['item_0_desc'],
+ numboxes: '1'
+ });
+ }
+ if (v['item_1_desc']) {
+ items.push({
+ bold: 'on',
+ check_1: v['item_1_check'] || '0',
+ check_2: v['item_1_check_b'] || '0',
+ name: v['item_1_desc'],
+ numboxes: '2'
+ });
+ }
+ ['2', '3', '5', '6'].forEach(index => {
+ if (v[`item_${index}_desc`]) {
+ items.push({
+ bold: (['2', '3'].includes(index) ? 'on' : '0'),
+ check_1: v[`item_${index}_check`] || '0',
+ name: v[`item_${index}_desc`],
+ numboxes: '1'
+ });
+ }
});
- list.forEach(id => removeRepeatingRow(`repeating_faction_${id}`));
+ ['4', '7', '8', '9'].forEach(index => {
+ if (v[`item_${index}_desc`]) {
+ items.push({
+ bold: ((index === '4') ? 'on' : '0'),
+ check_1: v[`item_${index}_check`] || '0',
+ name: v[`item_${index}_desc`],
+ numboxes: '0'
+ });
+ }
+ });
+ items.forEach(obj => {
+ obj['boxes_chosen'] = 'on';
+ });
+ fillRepeatingSectionFromData('playbookitem', items, false, upgradeFunction);
});
- });
- };
- // Upgrade to 0.9: Convert ability/friend/crewability/contact first row
- if (v.version && v.version.split('.')[0] === '0' && parseInt(v.version.split('.')[1]) < 9) {
- let attrs = ['ability1_check', 'ability1_name', 'ability1_description',
- 'friend1_status', 'friend1_name',
- 'crew_ability1_check', 'crew_ability1_name', 'crew_ability1_description',
- 'contact1_check', 'contact1_name'
- ];
- getAttrs(attrs, function (attrValues) {
- fillRepeatingSectionFromData('ability', [{
- check: attrValues.ability1_check,
- description: attrValues.ability1_description,
- name: attrValues.ability1_name
- }]);
- fillRepeatingSectionFromData('friend', [{
- name: attrValues.friend1_name,
- status: attrValues.friend1_status
- }]);
- fillRepeatingSectionFromData('crewability', [{
- check: attrValues.crew_ability1_check,
- description: attrValues.crew_ability1_description,
- name: attrValues.crew_ability1_name
- }]);
- fillRepeatingSectionFromData('contact', [{
- check: attrValues.contact1_check,
- name: attrValues.contact1_name
- }]);
- });
- };
- // Upgrade to 1.0: Make sure that resistance values are calculated correctly.
- if (v.version && parseInt(v.version.split('.')[0]) < 1) {
- Object.keys(actionData).forEach(calculateResistance);
- calculateVice();
+ getSectionIDs('repeating_item', idArray => {
+ let allAttrs = [
+ ...idArray.map(id => `repeating_item_${id}_desc`),
+ ...idArray.map(id => `repeating_item_${id}_check`),
+ ...idArray.map(id => `repeating_item_${id}_check_b`)
+ ];
+ getAttrs(allAttrs, v => {
+ let setting = {};
+ idArray.forEach(id => {
+ setting[`repeating_item_${id}_boxes_chosen`] = 'on';
+ setting[`repeating_item_${id}_numboxes`] = '2';
+ setting[`repeating_item_${id}_name`] = v[`repeating_item_${id}_desc`] || '';
+ setting[`repeating_item_${id}_check_1`] = v[`repeating_item_${id}_check`] || '0';
+ setting[`repeating_item_${id}_check_2`] = v[`repeating_item_${id}_check_b`] || '0';
+ });
+ setAttrs(setting, {}, upgradeFunction);
+ console.log('Updating to 1.4');
+ });
+ });
+ }
+ // Upgrade to 1.5: Convert items
+ else if (versionMajor === 1 && versionMinor < 5) {
+ let indices = [...Array(25).keys()].slice(10),
+ allAttrs = [
+ ...indices.map(n => `item_${n}_check`),
+ ...indices.map(n => `item_${n}_desc`),
+ 'item_14_check_b',
+ 'item_16_check_b',
+ 'item_16_check_c',
+ 'item_16_check_d',
+ 'item_16_check_e',
+ 'item_18_check_b',
+ 'item_22_check_b'
+ ];
+ getAttrs(allAttrs, v => {
+ let items = [{
+ check_1: (v['item_10_check'] || '0'),
+ name: (v['item_10_desc'] || 'A Blade or Two'),
+ numboxes: '1'
+ },
+ {
+ check_1: (v['item_11_check'] || '0'),
+ name: (v['item_11_desc'] || 'Throwing Knives'),
+ numboxes: '1'
+ },
+ {
+ check_1: (v['item_12_check'] || '0'),
+ name: (v['item_12_desc'] || 'A Pistol'),
+ numboxes: '1',
+ short: 'on'
+ },
+ {
+ check_1: (v['item_13_check'] || '0'),
+ name: (v['item_13_desc'] || 'A 2nd Pistol'),
+ numboxes: '1',
+ short: 'on'
+ },
+ {
+ check_1: (v['item_14_check'] || '0'),
+ check_2: (v['item_14_check_b'] || '0'),
+ name: (v['item_14_desc'] || 'A Large Weapon'),
+ numboxes: '2'
+ },
+ {
+ check_1: (v['item_15_check'] || '0'),
+ name: (v['item_15_desc'] || 'An Unusual Weapon'),
+ numboxes: '1'
+ },
+ {
+ check_1: (v['item_16_check'] || '0'),
+ check_2: (v['item_16_check_b'] || '0'),
+ name: (v['item_16_desc'] || 'Armor'),
+ numboxes: '2',
+ short: 'on'
+ },
+ {
+ check_1: (v['item_16_check_c'] || '0'),
+ check_2: (v['item_16_check_d'] || '0'),
+ check_3: (v['item_16_check_e'] || '0'),
+ name: (v['item_16_desc_b'] || '+Heavy'),
+ numboxes: '3',
+ short: 'on'
+ },
+ {
+ check_1: (v['item_17_check'] || '0'),
+ name: (v['item_17_desc'] || 'Burglary Gear'),
+ numboxes: '1'
+ },
+ {
+ check_1: (v['item_18_check'] || '0'),
+ name: (v['item_18_desc'] || 'Climbing Gear'),
+ numboxes: '2'
+ },
+ {
+ check_1: (v['item_19_check'] || '0'),
+ name: (v['item_19_desc'] || 'Arcane Implements'),
+ numboxes: '1'
+ },
+ {
+ check_1: (v['item_20_check'] || '0'),
+ name: (v['item_20_desc'] || 'Documents'),
+ numboxes: '1'
+ },
+ {
+ check_1: (v['item_21_check'] || '0'),
+ name: (v['item_21_desc'] || 'Subterfuge Supplies'),
+ numboxes: '1'
+ },
+ {
+ check_1: (v['item_22_check'] || '0'),
+ check_2: (v['item_22_check_b'] || '0'),
+ name: (v['item_22_desc'] || 'Demolition Tools'),
+ numboxes: '2'
+ },
+ {
+ check_1: (v['item_23_check'] || '0'),
+ name: (v['item_23_desc'] || 'Tinkering Tools'),
+ numboxes: '1'
+ },
+ {
+ check_1: (v['item_24_check'] || '0'),
+ name: (v['item_24_desc'] || 'Lantern'),
+ numboxes: '1'
+ }
+ ];
+ items.forEach(obj => {
+ obj['boxes_chosen'] = 'on';
+ });
+ fillRepeatingSectionFromData('item', items, false, () => upgradeSheet('1.5'));
+ console.log('Updating to 1.5');
+ });
+ }
+ // Upgrade to 1.6: Set defaults, convert upgrade names
+ else if (versionMajor === 1 && versionMinor < 6) {
+ let upgradeFunction = _.after(3, () => upgradeSheet('1.6')),
+ upgradeNums = [...Array(25).keys()].slice(1).filter(x => x !== 19),
+ upgradeAttrs = [
+ ...upgradeNums.map(x => `upgrade_${x}_desc`),
+ ...upgradeNums.map(x => `upgrade_${x}_check`),
+ 'upgrade_1_check_b',
+ 'upgrade_1_check_c',
+ 'upgrade_2_tall',
+ 'upgrade_3_tall',
+ 'upgrade_6_check_b',
+ 'upgrade_8_check_b',
+ 'upgrade_14_check_b',
+ 'upgrade_16_check_b',
+ 'upgrade_24_check_b',
+ 'upgrade_24_check_c',
+ 'upgrade_24_check_d',
+ ...Object.keys(defaultValues)
+ ];
+ getAttrs(upgradeAttrs, v => {
+ // Repeating / specific upgrades
+ let upgrades = [{
+ check_1: v['upgrade_1_check'] || '0',
+ check_2: v['upgrade_1_check_b'] || '0',
+ check_3: v['upgrade_1_check_c'] || '0',
+ name: v['upgrade_1_desc'] || '',
+ numboxes: '3'
+ }, {
+ check_1: v['upgrade_2_check'] || '0',
+ name: v['upgrade_2_desc'] || '',
+ numboxes: '1',
+ tall: v['upgrade_2_tall'] || '0'
+ }, {
+ check_1: v['upgrade_3_check'] || '0',
+ name: v['upgrade_3_desc'] || '',
+ numboxes: '1',
+ tall: v['upgrade_3_tall'] || '0'
+ }, {
+ check_1: v['upgrade_4_check'] || '0',
+ name: v['upgrade_4_desc'] || '',
+ numboxes: '1'
+ }, {
+ check_1: v['upgrade_5_check'] || '0',
+ name: v['upgrade_5_desc'] || '',
+ numboxes: '1'
+ }];
+ upgrades.forEach(obj => {
+ obj['boxes_chosen'] = 'on';
+ });
+ getSectionIDs('upgrade', idList => {
+ let allAttrs = [
+ ...idList.map(x => `repeating_upgrade_${x}_desc`),
+ ...idList.map(x => `repeating_upgrade_${x}_check`),
+ ...idList.map(x => `repeating_upgrade_${x}_check_b`)
+ ];
+ getAttrs(allAttrs, v => {
+ let setting = {};
+ idList.forEach(id => {
+ setting[`repeating_upgrade_${id}_name`] = v[`repeating_upgrade_${id}_desc`] || '';
+ setting[`repeating_upgrade_${id}_check_1`] = v[`repeating_upgrade_${id}_check`] || '';
+ setting[`repeating_upgrade_${id}_check_2`] = v[`repeating_upgrade_${id}_check_b`] || '';
+ setting[`repeating_upgrade_${id}_numboxes`] = '2';
+ setting[`repeating_upgrade_${id}_boxes_chosen`] = 'on';
+ });
+ setAttrs(setting, {}, upgradeFunction);
+ fillRepeatingSectionFromData('upgrade', upgrades, false, upgradeFunction);
+ });
+ });
+ // Common upgrades
+ let setting = {};
+ upgradeNums.slice(5).forEach(index => {
+ setting[`upgrade_${index}_name`] = v[`upgrade_${index}_desc`] || '';
+ setting[`upgrade_${index}_check_1`] = v[`upgrade_${index}_check`] || '0';
+ });
+ setting[`upgrade_6_check_2`] = v[`upgrade_6_check_b`] || '0';
+ setting[`upgrade_8_check_2`] = v[`upgrade_8_check_b`] || '0';
+ setting[`upgrade_14_check_2`] = v[`upgrade_14_check_b`] || '0';
+ setting[`upgrade_16_check_2`] = v[`upgrade_16_check_b`] || '0';
+ setting[`upgrade_24_check_2`] = v[`upgrade_24_check_b`] || '0';
+ setting[`upgrade_24_check_3`] = v[`upgrade_24_check_c`] || '0';
+ setting[`upgrade_24_check_4`] = v[`upgrade_24_check_d`] || '0';
+ Object.keys(defaultValues).forEach(k => {
+ setting[k] = v[k] || setting[k] || defaultValues[k];
+ });
+ setAttrs(setting, {}, upgradeFunction);
+ console.log('Updating to 1.6');
+ });
+ }
};
+ upgradeSheet(v.version);
// Set version number
setAttrs({
- version: '1.1',
- character_sheet: 'Blades in the Dark v1.1'
+ version: '1.8',
+ character_sheet: 'Blades in the Dark v1.8'
});
});
});
diff --git a/Blades in the Dark/Source/title.html b/Blades in the Dark/Source/title.html
index 28cadd449609..654acb2cd752 100644
--- a/Blades in the Dark/Source/title.html
+++ b/Blades in the Dark/Source/title.html
@@ -3,12 +3,14 @@
Flexible character sheet width (adapts to container)
Crew
Name
Alias
Look
Heritage
Background
Vice / PurveyorIndulge Vice
You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).
FunctionsYour clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?Indulge Vice
Recovery Get treatment in downtime to activate your healing project clock â–º
Progress01234
Armor
+Heavy
Special
Coin
Stash
Special Abilities
Mark XP:
Playbook Advancement
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
Teamwork
Assist a teammate
Lead a group action
Protect a teammate
Set up a teammate
Gather Information
What's really going on here?
Strictures
When you gain a new vampire trait (except veteran), add a stricture.
Slumber: In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).
Forbidden: You cannot enter a private residence without permission from the owner.
Repelled: Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)
Bestial: When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.
Bound: Your spirit must remain in this body, or be destroyed.
Load
Light
Normal
Heavy
Items(italics don't count for load)
Alchemicals
Bandolier
Bandolier
When you use a bandolier slot, choose an alchemical:
Alcahest
Binding Oil
Drift Oil
Drown Powder
Eyeblind Poison
Fire Oil
Grenade
Quicksilver
Skullfire Poison
Smoke Bomb
Spark (drug)
Standstill Poison
Trance Powder
Planning & Load
Choose a plan, provide the detail. Choose your load limit for the operation.
Assault: Point of attack
Occult: Arcane power
Deception: Method
Social: Connection
Stealth: Entry point
Transport: Route
Insight
Hunt
Study
Survey
Tinker
Prowess
Finesse
Prowl
Skirmish
Wreck
Resolve
Attune
Command
Consort
Sway
Bonus Die
+
Push yourself (take 2 ) - or - accept a Devil's Bargain
Roll Fortune
Clocks
Size4-segment6-segment8-segment12-segment
Progress01234
Progress0123456
Progress012345678
Progress0123456789101112
Crew sheet
Name
Reputation
Lair
Deity
Deity Features
Rep
Turf
Hold
Weak
Strong
Tier
Lair
Heat
Wanted
Coin
Vaults
Upon crew advance, each PC gets +1 Stash (+2 per Tier)
Special Abilities
Mark XP:
Crew Advancement
At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
Contend with challenges above your current station.
Bolster your crew's reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
Crew Upgrades
Lair
Quality
Training
Cohorts
Upgrade Costs
New Cohort: 2
Add Type: 2
Roll
Gang Elite Expert
Weak
Impaired
Broken
Armor
Edges
Flaws
Roll
GangGang Elite Expert
Weak
Impaired
Broken
Armor
Edges
Flaws
Roll Fortune
Clocks
Size4-segment6-segment8-segment12-segment
Progress01234
Progress0123456
Progress012345678
Progress0123456789101112
Generate Factions
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
War
When you're at war with any number of factions (status -3), the following penalties apply:
Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
PCs get only one free downtime action instead of two.
Take +1 heat from each score.
Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.
{{/short}}{{/resist}}{{#vice}}{{^short}}
Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.
{{/short}}{{/vice}}{{#notes}}
{{notes}}
{{/notes}}
+
Version
Character ModeCrew ModeFaction Mode
y
Add abilitiesAdd friends/contacts
Number of stress boxes
Show an extra trauma box
Show an extra xp condition
Extra xp boxes for vampires
Show vampire strictures
Show frame section (for hulls)
Item/upgrade descriptions
Show deity fields for crew
Show origin field for crew
Label to use for stress
Label to use for trauma
Traumata
Vice
Load: light normal heavy
Flexible character sheet width (adapts to container)
Crew
Name
Alias
Look
Heritage
Background
Vice / PurveyorIndulge Vice
You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).
FunctionsYour clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?Indulge Vice
Recovery Get treatment in downtime to activate your healing project clock â–º
Progress01234
Armor
+Heavy
Special
Coin
Stash
Special Abilities
Mark XP:
Playbook Advancement
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
Teamwork
Assist a teammate
Lead a group action
Protect a teammate
Set up a teammate
Gather Information
What's really going on here?
Strictures
When you gain a new vampire trait (except veteran), add a stricture.
Slumber: In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).
Forbidden: You cannot enter a private residence without permission from the owner.
Repelled: Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)
Bestial: When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.
Bound: Your spirit must remain in this body, or be destroyed.
Load
Light
Normal
Heavy
Items(italics don't count for load)
How much load?
boldOK
How much load?
shortOK
Alchemicals
Bandolier
Bandolier
When you use a bandolier slot, choose an alchemical:
Alcahest
Binding Oil
Drift Oil
Drown Powder
Eyeblind Poison
Fire Oil
Grenade
Quicksilver
Skullfire Poison
Smoke Bomb
Spark (drug)
Standstill Poison
Trance Powder
Planning & Load
Choose a plan, provide the detail. Choose your load limit for the operation.
Assault: Point of attack
Occult: Arcane power
Deception: Method
Social: Connection
Stealth: Entry point
Transport: Route
Insight
Hunt
Study
Survey
Tinker
Prowess
Finesse
Prowl
Skirmish
Wreck
Resolve
Attune
Command
Consort
Sway
Bonus Die
+
Push yourself (take 2 ) - or - accept a Devil's Bargain
Roll Fortune
Clocks
Size4-segment6-segment8-segment12-segment
Progress01234
Progress0123456
Progress012345678
Progress0123456789101112
Crew sheet
Name
Reputation
Lair
Deity
Deity Features
Origin
Rep
Turf
Hold
Weak
Strong
Tier
Lair
Heat
Wanted
Coin
Vaults
Upon crew advance, each PC gets +1 Stash (+2 per Tier)
Special Abilities
Mark XP:
Crew Advancement
At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
Contend with challenges above your current station.
Bolster your crew's reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
Crew Upgrades
How many boxes?
tallOK
Lair
Quality
Training
Cohorts
Upgrade Costs
New Cohort: 2
Add Type: 2
Roll
Gang Elite Expert
Weak
Impaired
Broken
Armor
Edges
Flaws
Roll
GangGang Elite Expert
Weak
Impaired
Broken
Armor
Edges
Flaws
Roll Fortune
Clocks
Size4-segment6-segment8-segment12-segment
Progress01234
Progress0123456
Progress012345678
Progress0123456789101112
Generate Factions
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
War
When you're at war with any number of factions (status -3), the following penalties apply:
Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
PCs get only one free downtime action instead of two.
Take +1 heat from each score.
Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.
{{/short}}{{/resist}}{{#vice}}{{^short}}
Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.
{{/short}}{{/vice}}{{#notes}}
{{notes}}
{{/notes}}
diff --git a/Blades in the Dark/translation.json b/Blades in the Dark/translation.json
new file mode 100644
index 000000000000..814688aff95d
--- /dev/null
+++ b/Blades in the Dark/translation.json
@@ -0,0 +1,968 @@
+{
+ "+heavy": "+Heavy",
+ "12segment": "12-segment",
+ "4segment": "4-segment",
+ "6segment": "6-segment",
+ "8segment": "8-segment",
+ "Heavy": "Heavy",
+ "Light": "Light",
+ "Normal": "Normal",
+ "a_2nd_pistol": "A 2nd Pistol",
+ "a_blade_or_two": "A Blade or Two",
+ "a_large_weapon": "A Large Weapon",
+ "a_pistol": "A Pistol",
+ "a_teammate": " a teammate",
+ "ability_description": "Ability description",
+ "ability_name": "Ability Name",
+ "add_abilities": "Add abilities",
+ "add_friends_contacts": "Add friends/contacts",
+ "add_type": "Add Type: 2",
+ "adepts": "Adepts",
+ "alcahest": "Alcahest",
+ "alchemicals": "Alchemicals",
+ "alias": "Alias",
+ "an_unusual_weapon": "An Unusual weapon",
+ "an_upgrade": "An upgrade",
+ "arcane_implements": "Arcane Implements",
+ "armor": "Armor",
+ "assassins": "Assassins",
+ "assault:": "Assault:",
+ "assist": "Assist",
+ "attune": "Attune",
+ "background": "Background",
+ "bandolier": "Bandolier",
+ "bestial:": "Bestial: ",
+ "binding_oil": "Binding Oil",
+ "boat": "Boat",
+ "boat_carriage_other": "Boat - Carriage - Other",
+ "bold": "bold",
+ "bolster": "Bolster your crew's reputation or develop a new one.",
+ "bonus_die": "Bonus Die",
+ "bonusdice": "Bonus dice",
+ "bound:": "Bound: ",
+ "bravos": "Bravos",
+ "broken": "Broken",
+ "burglary_gear": "Burglary Gear",
+ "carriage": "Carriage",
+ "chaotic": "Chaotic",
+ "character_mode": "Character Mode",
+ "claim_above_the_law": "Above\nthe Law",
+ "claim_above_the_law_description": "-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar": "Ancient Altar",
+ "claim_ancient_altar_description": "+1d engagement\nfor occult plans",
+ "claim_ancient_gate": "Ancient Gate",
+ "claim_ancient_gate_description": "Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk": "Ancient Obelisk",
+ "claim_ancient_obelisk_description": "-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower": "Ancient\nTower",
+ "claim_ancient_tower_description": "+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks": "Barracks",
+ "claim_barracks_description": "+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates": "Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description": "+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants": "Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description": "-2 heat per score",
+ "claim_bluecoat_intimidation": "Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description": "-2 heat per score",
+ "claim_catacombs": "\nCatacombs",
+ "claim_catacombs_description": "+1d to Study or\nTinker on site",
+ "claim_city_records": "City Records",
+ "claim_city_records_description": "+1d engagement\nfor stealth plans",
+ "claim_cloister": "Cloister",
+ "claim_cloister_description": "+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities": "Cover Identities",
+ "claim_cover_identities_description": "+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation": "Cover\nOperation",
+ "claim_cover_operation_description": "-2 heat per score",
+ "claim_covert_drops": "Covert Drops",
+ "claim_covert_drops_description": "+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens": "Defiant\nCitizens",
+ "claim_defiant_citizens_description": "Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted": "Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description": "+2 rep on scores\nagainst the law",
+ "claim_drug_den": "Drug Den",
+ "claim_drug_den_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy": "Envoy",
+ "claim_envoy_description": "+2 coin for high-\nclass targets",
+ "claim_fierce_allies": "\nFierce Allies",
+ "claim_fierce_allies_description": "All your experts\nare loyal",
+ "claim_fighting_pits": "Fighting Pits",
+ "claim_fighting_pits_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer": "Fixer",
+ "claim_fixer_description": "+2 coin for lower-\nclass targets",
+ "claim_fleet": "Fleet",
+ "claim_fleet_description": "Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market": "Foreign Market",
+ "claim_foreign_market_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den": "Gambling Den",
+ "claim_gambling_den_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm": "Hagfish Farm",
+ "claim_hagfish_farm_description": "Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths": "\nHidden Paths",
+ "claim_hidden_paths_description": "+1d to Prowl back\nto your lair",
+ "claim_infirmary": "Infirmary",
+ "claim_infirmary_description": "+1d to healing\nrolls",
+ "claim_informants": "Informants",
+ "claim_informants_description": "+1d gather info\nfor scores",
+ "claim_interrogation_chamber": "Interrogation\nChamber",
+ "claim_interrogation_chamber_description": "+1d to Command\nand Sway on site",
+ "claim_local_graft": "Local Graft",
+ "claim_local_graft_description": "+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes": "\nLocal Heroes",
+ "claim_local_heroes_description": "+1d to indulge\nvice",
+ "claim_lookouts": "Lookouts",
+ "claim_lookouts_description": "+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence": "Loyal Fence",
+ "claim_loyal_fence_description": "+2 coin for burglary\nor robbery",
+ "claim_luxury_fence": "Luxury Fence",
+ "claim_luxury_fence_description": "+2 coin for high-\nclass targets",
+ "claim_luxury_venue": "Luxury Venue",
+ "claim_luxury_venue_description": "+1d to Consort\nand Sway on site",
+ "claim_offertory": "Offertory",
+ "claim_offertory_description": "+2 coin for occult\noperations",
+ "claim_personal_clothier": "Personal\nClothier",
+ "claim_personal_clothier_description": "+1d engagement\nroll for social plans",
+ "claim_protection_racket": "Protection\nRacket",
+ "claim_protection_racket_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity": "\nPublicity",
+ "claim_publicity_description": "+2 rep on\ntakedown scores",
+ "claim_sacred_nexus": "Sacred Nexus",
+ "claim_sacred_nexus_description": "+1d to healing\nrolls",
+ "claim_sanctuary": "Sanctuary",
+ "claim_sanctuary_description": "+1d to Command\nand Sway on site",
+ "claim_secret_pathways": "Secret\nPathways",
+ "claim_secret_pathways_description": "+1d engagement\nfor stealth plans",
+ "claim_secret_routes": "Secret Routes",
+ "claim_secret_routes_description": "+1d engagement\nfor transport plans",
+ "claim_side_business": "Side Business",
+ "claim_side_business_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well": "Spirit Well",
+ "claim_spirit_well_description": "+1d to Attune\non site",
+ "claim_street_fence": "Street Fence",
+ "claim_street_fence_description": "+2 coin for lower-\nclass targets",
+ "claim_surplus_caches": "Surplus Caches",
+ "claim_surplus_caches_description": "+2 coin for product\nsale or supply",
+ "claim_tavern": "Tavern",
+ "claim_tavern_description": "+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens": "Terrorized\nCitizens",
+ "claim_terrorized_citizens_description": "+2 coin for battle\nor extortion",
+ "claim_the_hookup": "The Hookup",
+ "claim_the_hookup_description": "Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms": "Training\nRooms",
+ "claim_training_rooms_description": "+1 scale for your\nSkulks cohorts",
+ "claim_turf": "\nTurf",
+ "claim_vice_den": "Vice Den",
+ "claim_vice_den_description": "(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies": "Victim\nTrophies",
+ "claim_victim_trophies_description": "+1 rep per score",
+ "claim_warehouse": "Warehouse",
+ "claim_warehouse_description": "Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses": "Warehouses",
+ "claim_warehouses_description": "Stockpiles give you\n+1d to acquire\nassets",
+ "clanking": "Clanking",
+ "climbing_gear": "Climbing Gear",
+ "clock_name": "Clock Name",
+ "clocks": "Clocks",
+ "cohort": "Cohort",
+ "cohorts": "Cohorts",
+ "cohort_quality": "Cohort Quality",
+ "coin": "Coin",
+ "cold": "Cold",
+ "command": "Command",
+ "consort": "Consort",
+ "contact_name": "Contact name",
+ "contacts": "Contacts",
+ "crew": "Crew",
+ "crew_ability_accord": "Accord",
+ "crew_ability_accord_description": "Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands": "All Hands",
+ "crew_ability_all_hands_description": "During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed": "Anointed",
+ "crew_ability_anointed_description": "You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word": "As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description": "You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers": "Avengers",
+ "crew_ability_avengers_description": "Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers": "Blood Brothers",
+ "crew_ability_blood_brothers_description": "When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness": "Bound in Darkness",
+ "crew_ability_bound_in_darkness_description": "You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen": "Chosen",
+ "crew_ability_chosen_description": "Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction": "Conviction",
+ "crew_ability_conviction_description": "Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil": "Crow's Veil",
+ "crew_ability_crow's_veil_description": "Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous": "Dangerous",
+ "crew_ability_dangerous_description": "Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly": "Deadly",
+ "crew_ability_deadly_description": "Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers": "Door Kickers",
+ "crew_ability_door_kickers_description": "When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath": "Emberdeath",
+ "crew_ability_emberdeath_description": "Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals": "Everyone Steals",
+ "crew_ability_everyone_steals_description": "Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors": "Favors",
+ "crew_ability_favors_description": "Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends": "Fiends",
+ "crew_ability_fiends_description": "Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire": "Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description": "Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes": "Ghost Echoes",
+ "crew_ability_ghost_echoes_description": "From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market": "Ghost Market",
+ "crew_ability_ghost_market_description": "Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage": "Ghost Passage",
+ "crew_ability_ghost_passage_description": "From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate": "Glory Incarnate",
+ "crew_ability_glory_incarnate_description": "Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society": "High Society",
+ "crew_ability_high_society_description": "It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked": "Hooked",
+ "crew_ability_hooked_description": "Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through": "Just Passing Through",
+ "crew_ability_just_passing_through_description": "During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage": "Leverage",
+ "crew_ability_leverage_description": "Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family": "Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description": "Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection": "Misdirection",
+ "crew_ability_misdirection_description": "At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass": "Moral Compass",
+ "crew_ability_moral_compass_description": "Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces": "No Traces",
+ "crew_ability_no_traces_description": "When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats": "Pack Rats",
+ "crew_ability_pack_rats_description": "Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron": "Patron",
+ "crew_ability_patron_description": "When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators": "Predators",
+ "crew_ability_predators_description": "When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers": "Reavers",
+ "crew_ability_reavers_description": "When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades": "Renegades",
+ "crew_ability_renegades_description": "Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots": "Roots",
+ "crew_ability_roots_description": "During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood": "Sealed in Blood",
+ "crew_ability_sealed_in_blood_description": "Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story": "Second Story",
+ "crew_ability_second_story_description": "When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues": "Silver Tongues",
+ "crew_ability_silver_tongues_description": "Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery": "Slippery",
+ "crew_ability_slippery_description": "When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized": "Synchronized",
+ "crew_ability_synchronized_description": "When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff": "The Good Stuff",
+ "crew_ability_the_good_stuff_description": "Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side": "Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description": "When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation": "Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description": "Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers": "Vipers",
+ "crew_ability_vipers_description": "When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs": "War Dogs",
+ "crew_ability_war_dogs_description": "When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry": "Zealotry",
+ "crew_ability_zealotry_description": "Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement": "Crew Advancement ",
+ "crew_assassins_contact_0": "Trev, a gang boss",
+ "crew_assassins_contact_1": "Lydra, a deal broker",
+ "crew_assassins_contact_2": "Irimina, a vicious noble",
+ "crew_assassins_contact_3": "Karlos, a bounty hunter",
+ "crew_assassins_contact_4": "Exeter, a spirit warden",
+ "crew_assassins_contact_5": "Sevoy, a merchant lord",
+ "crew_assassins_description": "Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description": "Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type": "Hunting Grounds:",
+ "crew_assassins_xp_condition": "Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0": "Meg, a pit-fighter",
+ "crew_bravos_contact_1": "Conway, a bluecoat",
+ "crew_bravos_contact_2": "Keller, a blacksmith",
+ "crew_bravos_contact_3": "Tomas, a physicker",
+ "crew_bravos_contact_4": "Walker, a ward boss",
+ "crew_bravos_contact_5": "Lutes, a tavern owner",
+ "crew_bravos_description": "Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description": "Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type": "Hunting Grounds:",
+ "crew_bravos_xp_condition": "Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0": "Gagan, an academic",
+ "crew_cult_contact_1": "Adikin, an occultist",
+ "crew_cult_contact_2": "Hutchins, an antiquarian",
+ "crew_cult_contact_3": "Moriya, a spirit trafficker",
+ "crew_cult_contact_4": "Mateas Kline, a noble",
+ "crew_cult_contact_5": "Bennett, an astronomer",
+ "crew_cult_description": "Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description": "Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type": "Sacred Sites:",
+ "crew_cult_xp_condition": "Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description": "A short crew description",
+ "crew_hawkers_contact_0": "Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1": "Laroze, a bluecoat",
+ "crew_hawkers_contact_2": "Lydra, a deal broker",
+ "crew_hawkers_contact_3": "Hoxley, a smuggler",
+ "crew_hawkers_contact_4": "Anya, a dilettante",
+ "crew_hawkers_contact_5": "Marlo, a gang boss",
+ "crew_hawkers_description": "Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description": "Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type": "Sales Territory:",
+ "crew_hawkers_xp_condition": "Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode": "Crew Mode",
+ "crew_shadows_contact_0": "Dowler, an explorer",
+ "crew_shadows_contact_1": "Laroze, a bluecoat",
+ "crew_shadows_contact_2": "Amancio, a deal broker",
+ "crew_shadows_contact_3": "Fitz, a collector",
+ "crew_shadows_contact_4": "Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5": "Rigney, a tavern owner",
+ "crew_shadows_description": "Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description": "Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type": "Hunting Grounds:",
+ "crew_shadows_xp_condition": "Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet": "Crew sheet",
+ "crew_smugglers_contact_0": "Elynn, a dock worker",
+ "crew_smugglers_contact_1": "Rolan, a drug dealer",
+ "crew_smugglers_contact_2": "Sera, an arms dealer",
+ "crew_smugglers_contact_3": "Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4": "Decker, an anarchist",
+ "crew_smugglers_contact_5": "Esme, a tavern owner",
+ "crew_smugglers_description": "Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description": "Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type": "Cargo Types:",
+ "crew_smugglers_xp_condition": "Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier": "Crew Tier",
+ "crew_upgrade_assassin_rigging": "Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge": "Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging": "Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage": "Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed": "Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging": "Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts": "Elite Adepts",
+ "crew_upgrade_elite_rooks": "Elite Rooks",
+ "crew_upgrade_elite_rovers": "Elite Rovers",
+ "crew_upgrade_elite_skulks": "Elite Skulks",
+ "crew_upgrade_elite_thugs": "Elite Thugs",
+ "crew_upgrade_hardened": "Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging": "Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts": "Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars": "Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained": "Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair": "Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging": "Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology": "Spark-craft Technology",
+ "crew_upgrade_steady": "Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging": "Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken": "Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys": "Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire": "Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight": "Willing to Fight (Experts are braves)",
+ "crew_upgrades": "Crew Upgrades",
+ "crew_vigilantes_contact_0": "Mara, a chief inspector",
+ "crew_vigilantes_contact_1": "Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2": "Soren, a restless ghost",
+ "crew_vigilantes_contact_3": "Poriso, famous opera singer",
+ "crew_vigilantes_contact_4": "Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5": "Badger, a brilliant inventor",
+ "crew_vigilantes_description": "Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description": "Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type": "Protected Grounds:",
+ "crew_vigilantes_xp_condition": "Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult": "Cult",
+ "cutter": "Cutter",
+ "deception:": "Deception:",
+ "deity": "Deity",
+ "deity_features": "Deity Features",
+ "demolition_tools": "Demolition Tools",
+ "description": "Description",
+ "destructive": "Destructive",
+ "devils_bargain": "Devil's Bargain",
+ "documents": "Documents",
+ "drain": "Drain",
+ "drift_oil": "Drift Oil",
+ "drown_powder": "Drown Powder",
+ "edges": "Edges",
+ "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite": "Elite",
+ "entanglement": "Entanglement",
+ "expert": "Expert",
+ "express_crew": "Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes": "Extra xp boxes for vampires",
+ "eyeblind_poison": "Eyeblind Poison",
+ "faction_barrowcleft": "Barrowcleft",
+ "faction_bluecoats": "Bluecoats",
+ "faction_brightstone": "Brightstone",
+ "faction_cabbies": "Cabbies",
+ "faction_charhollow": "Charhollow",
+ "faction_charterhall": "Charterhall",
+ "faction_city_council": "City Council",
+ "faction_coalridge": "Coalridge",
+ "faction_crow's_foot": "Crow's Foot",
+ "faction_cyphers": "Cyphers",
+ "faction_dagger_isles_consulate": "Dagger Isles Consulate",
+ "faction_deathlands_scavengers": "Deathlands Scavengers",
+ "faction_dockers": "Dockers",
+ "faction_dunslough": "Dunslough",
+ "faction_gondoliers": "Gondoliers",
+ "faction_imperial_military": "Imperial Military",
+ "faction_ink_rakes": "Ink Rakes",
+ "faction_inspectors": "Inspectors",
+ "faction_ironhook_prison": "Ironhook Prison",
+ "faction_iruvian_consulate": "Iruvian Consulate",
+ "faction_laborers": "Laborers",
+ "faction_leviathan_hunters": "Leviathan Hunters",
+ "faction_lord_scurlock": "Lord Scurlock",
+ "faction_ministry_of_preservation": "Ministry of Preservation",
+ "faction_mode": "Faction Mode",
+ "faction_nightmarket": "Nightmarket",
+ "faction_notes": "Faction notes",
+ "faction_rail_jacks": "Rail Jacks",
+ "faction_sailors": "Sailors",
+ "faction_servants": "Servants",
+ "faction_severosi_consulate": "Severosi Consulate",
+ "faction_silkshore": "Silkshore",
+ "faction_six_towers": "Six Towers",
+ "faction_skovlan_consulate": "Skovlan Consulate",
+ "faction_skovlander_refugees": "Skovlander Refugees",
+ "faction_sparkwrights": "Sparkwrights",
+ "faction_spirit_wardens": "Spirit Wardens",
+ "faction_the_billhooks": "The Billhooks",
+ "faction_the_brigade": "The Brigade",
+ "faction_the_church_of_ecstasy": "The Church of Ecstasy",
+ "faction_the_circle_of_flame": "The Circle of Flame",
+ "faction_the_crows": "The Crows",
+ "faction_the_dimmer_sisters": "The Dimmer Sisters",
+ "faction_the_docks": "The Docks",
+ "faction_the_foghounds": "The Foghounds",
+ "faction_the_forgotten_gods": "The Forgotten Gods",
+ "faction_the_foundation": "The Foundation",
+ "faction_the_gray_cloaks": "The Gray Cloaks",
+ "faction_the_grinders": "The Grinders",
+ "faction_the_hive": "The Hive",
+ "faction_the_horde": "The Horde",
+ "faction_the_lampblacks": "The Lampblacks",
+ "faction_the_lost": "The Lost",
+ "faction_the_path_of_echoes": "The Path of Echoes",
+ "faction_the_reconciled": "The Reconciled",
+ "faction_the_red_sashes": "The Red Sashes",
+ "faction_the_silver_nails": "The Silver Nails",
+ "faction_the_unseen": "The Unseen",
+ "faction_the_weeping_lady": "The Weeping Lady",
+ "faction_the_wraiths": "The Wraiths",
+ "faction_ulf_ironborn": "Ulf Ironborn",
+ "faction_whitecrown": "Whitecrown",
+ "factions1": "Underworld",
+ "factions2": "Institutions",
+ "factions3": "Labor & Trade",
+ "factions4": "The Fringe",
+ "factions5": "Citizenry",
+ "factions_title": "Factions of Doskvol",
+ "finesse": "Finesse",
+ "fire_oil": "Fire Oil",
+ "fixated": "Fixated",
+ "flaws": "Flaws",
+ "flexible_width": "Flexible character sheet width (adapts to container)",
+ "forbidden:": "Forbidden: ",
+ "fortune": "Fortune",
+ "frame": "Frame",
+ "frame_description": "Frame description",
+ "frame_feature": "Frame feature",
+ "friend_name": "Friend name",
+ "friends": "Friends",
+ "functions": "Functions",
+ "functions_placeholder": "to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious": "Furious",
+ "gang": "Gang",
+ "gang_type": "Thugs",
+ "gather_information": "Gather Information",
+ "gatherinfo_are_they_telling": "Are they telling the truth?",
+ "gatherinfo_how_can_I_blend": "How can I blend in here?",
+ "gatherinfo_how_can_I_discover": "How can I discover [X]?",
+ "gatherinfo_how_can_I_find": "How can I find [X]?",
+ "gatherinfo_how_can_I_get_them": "How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt": "How can I hurt them?",
+ "gatherinfo_reveal": "How can I reveal [X]?",
+ "gatherinfo_what_are_they_really": "What are they really feeling?",
+ "gatherinfo_what_can_I_tinker": "What can I tinker with here?",
+ "gatherinfo_what_do_they_intend": "What do they intend to do?",
+ "gatherinfo_what_do_they_really": "What do they really care about?",
+ "gatherinfo_what_do_they_want": "What do they want most?",
+ "gatherinfo_what_drives_them": "What drives them to do this?",
+ "gatherinfo_what_echoes": "What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane": "What is arcane or weird here?",
+ "gatherinfo_what_is_hidden": "What is hidden or lost here?",
+ "gatherinfo_what_might_happen": "What might happen if I [X]?",
+ "gatherinfo_what_should_I_look": "What should I look out for?",
+ "gatherinfo_whats_going_on": "What's really going on here?",
+ "gatherinfo_whats_the_best_way": "What's the best way in?",
+ "gatherinfo_where_can_I_hide": "Where can I hide here?",
+ "gatherinfo_where_did_x_go": "Where did [X] go?",
+ "gatherinfo_where_they_vulnerable": "Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage": "Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness": "Where's the weakness here?",
+ "gatherinfo_whos_most_afraid": "Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous": "Who's most dangerous here?",
+ "gear": "Gear",
+ "generate_factions": "Generate Factions",
+ "ghost": "Ghost",
+ "ghost_viceblurb": "You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom": "Gloom",
+ "grenade": "Grenade",
+ "group_action": "group action",
+ "harm": "Harm",
+ "haunted": "Haunted",
+ "hawkers": "Hawkers",
+ "heat": "Heat",
+ "heavy": " heavy",
+ "heritage": "Heritage",
+ "hidden": "Hidden",
+ "hold": "Hold",
+ "hound": "Hound",
+ "how_many_boxes": "How many boxes?",
+ "how_much_load": "How much load?",
+ "hull": "Hull",
+ "hull_viceblurb": "Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt": "Hunt",
+ "hunting_grounds:": "Hunting Grounds:",
+ "hunting_grounds_description": "Robbery",
+ "impaired": "Impaired",
+ "implements": "Implements",
+ "indulge_vice": "Indulge Vice",
+ "insight": "Insight",
+ "italics_dont_count": "(italics don't count for load)",
+ "item_name": "A useful item",
+ "items": "Items",
+ "lair": "Lair",
+ "lantern": "Lantern",
+ "lead_a": "Lead a ",
+ "leaking": "Leaking",
+ "leech": "Leech",
+ "less_effect": "Less Effect",
+ "light": " light",
+ "load": "load",
+ "load:": "Load: ",
+ "look": "Look",
+ "lurk": "Lurk",
+ "mark_xp:": "Mark XP:",
+ "mastery": "Mastery",
+ "minus1d": "-1D",
+ "name": "Name",
+ "need_help": "Need Help",
+ "new_cohort": "New Cohort: 2",
+ "normal": " normal",
+ "notes": "Notes",
+ "number_stress_boxes": "Number of stress boxes",
+ "numberofdice": "Number of dice",
+ "obsessed": "Obsessed",
+ "obsessive": "Obsessive",
+ "occult:": "Occult:",
+ "ok": "OK",
+ "origin": "Origin",
+ "paranoid": "Paranoid",
+ "personal": "Personal",
+ "plan_assault": " Point of attack",
+ "plan_deception": " Method",
+ "plan_occult": " Arcane power",
+ "plan_social": " Connection",
+ "plan_stealth": " Entry point",
+ "plan_transport": " Route",
+ "planning_load": "Planning & Load",
+ "planningdesc_1": "Choose a plan, provide the ",
+ "planningdesc_2": "detail",
+ "planningdesc_3": "Choose your ",
+ "planningdesc_4": " limit for the operation.",
+ "playbook": "playbook",
+ "playbook_ability_a_little_something_on_the_side": "A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description": "At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo": "A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description": "You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist": "Alchemist",
+ "playbook_ability_alchemist_description": "When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush": "Ambush",
+ "playbook_ability_ambush_description": "When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst": "Analyst",
+ "playbook_ability_analyst_description": "During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight": "Arcane Sight",
+ "playbook_ability_arcane_sight_description": "Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer": "Artificer",
+ "playbook_ability_artificer_description": "When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton": "Automaton",
+ "playbook_ability_automaton_description": "You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn": "Battleborn",
+ "playbook_ability_battleborn_description": "You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard": "Bodyguard",
+ "playbook_ability_bodyguard_description": "When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating": "Calculating",
+ "playbook_ability_calculating_description": "Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger": "Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description": "When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments": "Compartments",
+ "playbook_ability_compartments_description": "Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel": "Compel",
+ "playbook_ability_compel_description": "You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected": "Connected",
+ "playbook_ability_connected_description": "During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil": "Daredevil",
+ "playbook_ability_daredevil_description": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent": "Dark Talent",
+ "playbook_ability_dark_talent_description": "Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate": "Dissipate",
+ "playbook_ability_dissipate_description": "You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors": "Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description": "You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise": "Expertise",
+ "playbook_ability_expertise_description": "Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused": "Focused",
+ "playbook_ability_focused_description": "You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight": "Foresight",
+ "playbook_ability_foresight_description": "Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude": "Fortitude",
+ "playbook_ability_fortitude_description": "You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade": "Frame Upgrade",
+ "playbook_ability_frame_upgrade_description": "Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice": "Functioning Vice",
+ "playbook_ability_functioning_vice_description": "When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract": "Ghost Contract",
+ "playbook_ability_ghost_contract_description": "When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter": "Ghost Fighter",
+ "playbook_ability_ghost_fighter_description": "You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form": "Ghost Form",
+ "playbook_ability_ghost_form_description": "You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter": "Ghost Hunter",
+ "playbook_ability_ghost_hunter_description": "Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind": "Ghost Mind",
+ "playbook_ability_ghost_mind_description": "You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil": "Ghost Veil",
+ "playbook_ability_ghost_veil_description": "You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice": "Ghost Voice",
+ "playbook_ability_ghost_voice_description": "You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward": "Ghost Ward",
+ "playbook_ability_ghost_ward_description": "You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator": "Infiltrator",
+ "playbook_ability_infiltrator_description": "You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface": "Interface",
+ "playbook_ability_interface_description": "You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will": "Iron Will",
+ "playbook_ability_iron_will_description": " You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird": "Jail Bird",
+ "playbook_ability_jail_bird_description": "When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader": "Leader",
+ "playbook_ability_leader_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror": "Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description": "You can always tell when someone is lying to you.",
+ "playbook_ability_manifest": "Manifest",
+ "playbook_ability_manifest_description": "Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind": "Mastermind",
+ "playbook_ability_mastermind_description": "You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism": "Mesmerism",
+ "playbook_ability_mesmerism_description": "When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule": "Mule",
+ "playbook_ability_mule_description": "Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with": "Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description": "You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist": "Occultist",
+ "playbook_ability_occultist_description": "You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge": "Overcharge",
+ "playbook_ability_overcharge_description": "Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker": "Physicker",
+ "playbook_ability_physicker_description": "You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist": "Poltergeist",
+ "playbook_ability_poltergeist_description": "Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess": "Possess",
+ "playbook_ability_possess_description": "You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes": "Reflexes",
+ "playbook_ability_reflexes_description": "When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual": "Ritual",
+ "playbook_ability_ritual_description": "You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit": "Rook's Gambit",
+ "playbook_ability_rook's_gambit_description": "Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur": "Saboteur",
+ "playbook_ability_saboteur_description": "When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage": "Savage",
+ "playbook_ability_savage_description": "When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout": "Scout",
+ "playbook_ability_scout_description": "When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull": "Secondary Hull",
+ "playbook_ability_secondary_hull_description": "Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow": "Shadow",
+ "playbook_ability_shadow_description": "You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter": "Sharpshooter",
+ "playbook_ability_sharpshooter_description": "You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile": "Sinister Guile",
+ "playbook_ability_sinister_guile_description": "During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods": "Strange Methods",
+ "playbook_ability_strange_methods_description": "When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge": "Subterfuge",
+ "playbook_ability_subterfuge_description": "You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor": "Survivor",
+ "playbook_ability_survivor_description": "From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest": "Tempest",
+ "playbook_ability_tempest_description": "You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power": "Terrible Power",
+ "playbook_ability_terrible_power_description": "Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps": "The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description": "When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails": "Tough as Nails",
+ "playbook_ability_tough_as_nails_description": "Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me": "Trust in Me",
+ "playbook_ability_trust_in_me_description": "You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead": "Undead",
+ "playbook_ability_undead_description": "You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful": "Vengeful",
+ "playbook_ability_vengeful_description": "You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous": "Venomous",
+ "playbook_ability_venomous_description": "Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous": "Vigorous",
+ "playbook_ability_vigorous_description": "You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded": "Warded",
+ "playbook_ability_warded_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web": "Weaving the Web",
+ "playbook_ability_weaving_the_web_description": "You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement": "Playbook Advancement ",
+ "playbook_cutter_description": "A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0": "Marlane, a pugilist",
+ "playbook_cutter_friend_1": "Chael, a vicious thug",
+ "playbook_cutter_friend_2": "Mercy, a cold killer",
+ "playbook_cutter_friend_3": "Grace, an extortionist",
+ "playbook_cutter_friend_4": "Sawtooth, a physicker",
+ "playbook_cutter_friends_title": "Dangerous Friends",
+ "playbook_cutter_xp_condition": "You addressed a challenge with violence or coercion.",
+ "playbook_description": "A short playbook description",
+ "playbook_ghost_description": "A spirit without a body",
+ "playbook_ghost_friends_title": "Enemies & Rivals",
+ "playbook_ghost_xp_condition": "You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2": "You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3": "You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description": "A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0": "Steiner, an assassin",
+ "playbook_hound_friend_1": "Celene, a sentinel",
+ "playbook_hound_friend_2": "Melvir, a physicker",
+ "playbook_hound_friend_3": "Veleris, a spy",
+ "playbook_hound_friend_4": "Casta, a bounty hunter",
+ "playbook_hound_friends_title": "Deadly Friends",
+ "playbook_hound_xp_condition": "You addressed a challenge with tracking or violence.",
+ "playbook_hull_description": "A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition": "You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2": "You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3": "You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword": "A cane-sword",
+ "playbook_item_a_trained_hunting_pet": "A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)": "Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes": "Blowgun & darts, syringes",
+ "playbook_item_blueprints": "Blueprints",
+ "playbook_item_concealed_palm_pistol": "Concealed palm pistol",
+ "playbook_item_dark-sight_goggles": "Dark-sight goggles",
+ "playbook_item_demonbane_charm": "Demonbane charm",
+ "playbook_item_electroplasm_vials": "Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition": "Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey": "Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry": "Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements": "Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity": "Fine cover identity",
+ "playbook_item_fine_disguise_kit": "Fine disguise kit",
+ "playbook_item_fine_hand_weapon": "Fine hand weapon",
+ "playbook_item_fine_heavy_weapon": "Fine heavy weapon",
+ "playbook_item_fine_lightning_hook": "Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards": "Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks": "Fine lockpicks",
+ "playbook_item_fine_long_rifle": "Fine long rifle",
+ "playbook_item_fine_pair_of_pistols": "Fine pair of pistols",
+ "playbook_item_fine_personal_weapon": "Fine personal weapon",
+ "playbook_item_fine_shadow_cloak": "Fine shadow cloak",
+ "playbook_item_fine_spirit_mask": "Fine spirit mask",
+ "playbook_item_fine_tinkering_tools": "Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools": "Fine wrecker tools",
+ "playbook_item_gadget": "Gadget",
+ "playbook_item_ghost_key": "Ghost key",
+ "playbook_item_light_climbing_gear": "Light climbing gear",
+ "playbook_item_manacles_&_chain": "Manacles & chain",
+ "playbook_item_rage_essence_vial": "Rage essence vial",
+ "playbook_item_scary_weapon_or_tool": "Scary weapon or tool",
+ "playbook_item_silence_potion_vial": "Silence potion vial",
+ "playbook_item_spirit_bottles_(2)": "Spirit bottles (2)",
+ "playbook_item_spiritbane_charm": "Spiritbane charm",
+ "playbook_item_spyglass": "Spyglass",
+ "playbook_item_trance_powder": "Trance powder",
+ "playbook_item_vial_of_slumber_essence": "Vial of slumber essence",
+ "playbook_leech_description": "A Saboteur and\nTechnician",
+ "playbook_leech_friend_0": "Stazia, an apothecary",
+ "playbook_leech_friend_1": "Veldren, a psychonaut",
+ "playbook_leech_friend_2": "Eckerd, a corpse thief",
+ "playbook_leech_friend_3": "Jul, a blood dealer",
+ "playbook_leech_friend_4": "Malista, a priestess",
+ "playbook_leech_friends_title": "Clever Friends",
+ "playbook_leech_xp_condition": "You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description": "A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0": "Telda, a beggar",
+ "playbook_lurk_friend_1": "Darmot, a bluecoat",
+ "playbook_lurk_friend_2": "Frake, a locksmith",
+ "playbook_lurk_friend_3": "Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4": "Petra, a city clerk",
+ "playbook_lurk_friends_title": "Shady Friends",
+ "playbook_lurk_xp_condition": "You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description": "A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0": "Bryl, a drug dealer",
+ "playbook_slide_friend_1": "Bazso Baz, a gang leader",
+ "playbook_slide_friend_2": "Klyra, a tavern owner",
+ "playbook_slide_friend_3": "Nyryx, a prostitute",
+ "playbook_slide_friend_4": "Harker, a jail-bird",
+ "playbook_slide_friends_title": "Sly Friends",
+ "playbook_slide_xp_condition": "You addressed a challenge with deception or in influence.",
+ "playbook_spider_description": "A Devious\nMastermind",
+ "playbook_spider_friend_0": "Salia, an information broker",
+ "playbook_spider_friend_1": "Augus, a master architect",
+ "playbook_spider_friend_2": "Jennah, a servant",
+ "playbook_spider_friend_3": "Riven, a chemist",
+ "playbook_spider_friend_4": "Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title": "Shrewd Friends",
+ "playbook_spider_xp_condition": "You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description": "A spirit animating an undead body",
+ "playbook_vampire_friend_0": "Rutherford, a butler",
+ "playbook_vampire_friend_1": "Lylandra, a consort",
+ "playbook_vampire_friend_2": "Kira, a bodyguard",
+ "playbook_vampire_friend_3": "Otto, a coachman",
+ "playbook_vampire_friend_4": "Edrik, an envoy",
+ "playbook_vampire_friends_title": "Dark Servants",
+ "playbook_vampire_xp_condition": "You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2": "You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3": "You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description": "An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0": "Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1": "Scurlock, a vampire",
+ "playbook_whisper_friend_2": "Setarra, a demon",
+ "playbook_whisper_friend_3": "Quellyn, a witch",
+ "playbook_whisper_friend_4": "Flint, a spirit trafficker",
+ "playbook_whisper_friends_title": "Strange Friends",
+ "playbook_whisper_xp_condition": "You addressed a challenge with knowledge or arcane power.",
+ "position_query": "?{Position|Risky|Controlled|Desperate}",
+ "progress": "Progress",
+ "protect": "Protect",
+ "prowess": "Prowess",
+ "prowl": "Prowl",
+ "push_yourself": "Push yourself",
+ "push_yourself_desc1": " (take 2 ",
+ "push_yourself_desc2": ") - or - accept a ",
+ "quality": "Quality",
+ "quarters": "Quarters",
+ "quicksilver": "Quicksilver",
+ "reckless": "Reckless",
+ "recovery": "Recovery",
+ "recoveryblurb": " Get treatment in downtime to activate your healing project clock â–º",
+ "rep": "Rep",
+ "repelled:": "Repelled: ",
+ "reputation": "Reputation",
+ "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with": "resists a consequence with",
+ "resolve": "Resolve",
+ "roll": "Roll",
+ "roll_fortune": "Roll Fortune",
+ "roll_their": "Roll their",
+ "rolls": "Rolls",
+ "savage": "Savage",
+ "secure": "Secure",
+ "set_up_a_teammate": "Set up",
+ "shadows": "Shadows",
+ "short": "short",
+ "show_deity_fields": "Show deity fields for crew",
+ "show_extra_trauma_box": "Show an extra trauma box",
+ "show_extra_xp_condition": "Show an extra xp condition",
+ "show_frame_section": "Show frame section (for hulls)",
+ "show_item_description": "Item/upgrade descriptions",
+ "show_origin_field": "Show origin field for crew",
+ "show_vampire_strictures": "Show vampire strictures",
+ "size": "Size",
+ "skirmish": "Skirmish",
+ "skullfire_poison": "Skullfire Poison",
+ "slide": "Slide",
+ "slumber:": "Slumber: ",
+ "smoke_bomb": "Smoke Bomb",
+ "smoking": "Smoking",
+ "smugglers": "Smugglers",
+ "social:": "Social:",
+ "soft": "Soft",
+ "spark_drug": "Spark (drug)",
+ "sparking": "Sparking",
+ "special": "Special",
+ "special_abilities": "Special Abilities",
+ "spider": "Spider",
+ "standstill_poison": "Standstill Poison",
+ "stash": "Stash",
+ "status": "Status",
+ "stealth:": "Stealth:",
+ "stress": "Stress",
+ "stress_label": "Label to use for stress",
+ "strictures": "Strictures",
+ "strictures_bestial": "When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound": "Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden": "You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled": "Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber": "In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb": "When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong": "Strong",
+ "study": "Study",
+ "subterfuge_supplies": "Subterfuge Supplies",
+ "supplies": "Supplies",
+ "survey": "Survey",
+ "sway": "Sway",
+ "tall": "tall",
+ "teamwork": "Teamwork",
+ "territorial": "Territorial",
+ "three_slot_upgrade": "Three-slot upgrade",
+ "throwing_knives": "Throwing Knives",
+ "thugs": "Thugs",
+ "tier": "Tier",
+ "tinker": "Tinker",
+ "tinkering_tools": "Tinkering Tools",
+ "tools": "Tools",
+ "training": "Training",
+ "trance_powder": "Trance Powder",
+ "transport:": "Transport:",
+ "trauma": "Trauma",
+ "trauma_label": "Label to use for trauma",
+ "traumata": "Traumata",
+ "turf": "Turf",
+ "unstable": "Unstable",
+ "upgrade": "Upgrade",
+ "upgrade_costs": "Upgrade Costs",
+ "upon_crew_advance": "Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire": "Vampire",
+ "vampire_viceblurb": "Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault": "Vault",
+ "vaults": "Vaults",
+ "vehicle": "Vehicle",
+ "version": "Version ",
+ "vice": "Vice",
+ "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor": "Vice / Purveyor",
+ "viceroll1": "(who currently has ",
+ "viceroll2": ") indulges",
+ "vicious": "Vicious",
+ "vigilantes": "Vigilantes",
+ "wanted": "Wanted",
+ "wantedroll1": "(who currently have ",
+ "wantedroll2": ") roll for",
+ "war": "War",
+ "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3": "PCs get only one free downtime action instead of two.",
+ "warblurb4": "Take +1 heat from each score.",
+ "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak": "Weak",
+ "weapons": "Weapons",
+ "wear": "Wear",
+ "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:",
+ "whisper": "Whisper",
+ "workshop": "Workshop",
+ "wreck": "Wreck",
+ "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster": "Bolster your crew's reputation or develop a new one.",
+ "xp_contend": "Contend with challenges above your current station.",
+ "xp_crew_specific": "Enter your crew's specific way to mark XP here.",
+ "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express": "Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific": "Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra": "Enter another specific way to mark XP here.",
+ "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice": "You struggled with issues from your vice or traumas during the session.",
+ "zerodice": "Zero Dice - take the lowest result above"
+}
diff --git a/Blades in the Dark/translations/af.json b/Blades in the Dark/translations/af.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/af.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/cs.json b/Blades in the Dark/translations/cs.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/cs.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/da.json b/Blades in the Dark/translations/da.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/da.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/de.json b/Blades in the Dark/translations/de.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/de.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/el.json b/Blades in the Dark/translations/el.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/el.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/en.json b/Blades in the Dark/translations/en.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/en.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/es.json b/Blades in the Dark/translations/es.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/es.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/fr.json b/Blades in the Dark/translations/fr.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/fr.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/he.json b/Blades in the Dark/translations/he.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/he.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/it.json b/Blades in the Dark/translations/it.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/it.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/ja.json b/Blades in the Dark/translations/ja.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/ja.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/ko.json b/Blades in the Dark/translations/ko.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/ko.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/nl.json b/Blades in the Dark/translations/nl.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/nl.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/pt.json b/Blades in the Dark/translations/pt.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/pt.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/ru.json b/Blades in the Dark/translations/ru.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/ru.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/sv.json b/Blades in the Dark/translations/sv.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/sv.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/tr.json b/Blades in the Dark/translations/tr.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/tr.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/zh.json b/Blades in the Dark/translations/zh.json
new file mode 100644
index 000000000000..df10e9a73177
--- /dev/null
+++ b/Blades in the Dark/translations/zh.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"+Heavy",
+ "12segment":"12-segment",
+ "4segment":"4-segment",
+ "6segment":"6-segment",
+ "8segment":"8-segment",
+ "Heavy":"Heavy",
+ "Light":"Light",
+ "Normal":"Normal",
+ "a_2nd_pistol":"A 2nd Pistol",
+ "a_blade_or_two":"A Blade or Two",
+ "a_large_weapon":"A Large Weapon",
+ "a_pistol":"A Pistol",
+ "a_teammate":" a teammate",
+ "ability_description":"Ability description",
+ "ability_name":"Ability Name",
+ "add_abilities":"Add abilities",
+ "add_friends_contacts":"Add friends/contacts",
+ "add_type":"Add Type: 2",
+ "adepts":"Adepts",
+ "alcahest":"Alcahest",
+ "alchemicals":"Alchemicals",
+ "alias":"Alias",
+ "an_unusual_weapon":"An Unusual weapon",
+ "an_upgrade":"An upgrade",
+ "arcane_implements":"Arcane Implements",
+ "armor":"Armor",
+ "assassins":"Assassins",
+ "assault:":"Assault:",
+ "assist":"Assist",
+ "attune":"Attune",
+ "background":"Background",
+ "bandolier":"Bandolier",
+ "bestial:":"Bestial: ",
+ "binding_oil":"Binding Oil",
+ "boat":"Boat",
+ "boat_carriage_other":"Boat - Carriage - Other",
+ "bold":"bold",
+ "bolster":"Bolster your crew's reputation or develop a new one.",
+ "bonus_die":"Bonus Die",
+ "bonusdice":"Bonus dice",
+ "bound:":"Bound: ",
+ "bravos":"Bravos",
+ "broken":"Broken",
+ "burglary_gear":"Burglary Gear",
+ "carriage":"Carriage",
+ "chaotic":"Chaotic",
+ "character_mode":"Character Mode",
+ "claim_above_the_law":"Above\nthe Law",
+ "claim_above_the_law_description":"-1 Wanted Level\nif Citizens faction\nstatus is +3",
+ "claim_ancient_altar":"Ancient Altar",
+ "claim_ancient_altar_description":"+1d engagement\nfor occult plans",
+ "claim_ancient_gate":"Ancient Gate",
+ "claim_ancient_gate_description":"Safe passage in\nthe Deathlands",
+ "claim_ancient_obelisk":"Ancient Obelisk",
+ "claim_ancient_obelisk_description":"-1 stress cost for\nall arcane powers\nand rituals",
+ "claim_ancient_tower":"Ancient\nTower",
+ "claim_ancient_tower_description":"+1d to Consort\nw/ arcane entities\non site",
+ "claim_barracks":"Barracks",
+ "claim_barracks_description":"+1 scale for your\nThugs cohorts",
+ "claim_bluecoat_confederates":"Bluecoat\nConfederates",
+ "claim_bluecoat_confederates_description":"+1d engagement\nfor assault plans",
+ "claim_bluecoat_confidants":"Bluecoat\nConfidants",
+ "claim_bluecoat_confidants_description":"-2 heat per score",
+ "claim_bluecoat_intimidation":"Bluecoat\nIntimidation",
+ "claim_bluecoat_intimidation_description":"-2 heat per score",
+ "claim_catacombs":"\nCatacombs",
+ "claim_catacombs_description":"+1d to Study or\nTinker on site",
+ "claim_city_records":"City Records",
+ "claim_city_records_description":"+1d engagement\nfor stealth plans",
+ "claim_cloister":"Cloister",
+ "claim_cloister_description":"+1 scale for your\nAdepts cohorts",
+ "claim_cover_identities":"Cover Identities",
+ "claim_cover_identities_description":"+1d engagement\nfor deception and\ntransport plans",
+ "claim_cover_operation":"Cover\nOperation",
+ "claim_cover_operation_description":"-2 heat per score",
+ "claim_covert_drops":"Covert Drops",
+ "claim_covert_drops_description":"+2 coin for espionage\nor sabotage",
+ "claim_defiant_citizens":"Defiant\nCitizens",
+ "claim_defiant_citizens_description":"Large gang who\nwill fight for you",
+ "claim_doskvol's_most_wanted":"Doskvol's\nMost Wanted",
+ "claim_doskvol's_most_wanted_description":"+2 rep on scores\nagainst the law",
+ "claim_drug_den":"Drug Den",
+ "claim_drug_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_envoy":"Envoy",
+ "claim_envoy_description":"+2 coin for high-\nclass targets",
+ "claim_fierce_allies":"\nFierce Allies",
+ "claim_fierce_allies_description":"All your experts\nare loyal",
+ "claim_fighting_pits":"Fighting Pits",
+ "claim_fighting_pits_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_fixer":"Fixer",
+ "claim_fixer_description":"+2 coin for lower-\nclass targets",
+ "claim_fleet":"Fleet",
+ "claim_fleet_description":"Your cohorts have\ntheir own vehicles",
+ "claim_foreign_market":"Foreign Market",
+ "claim_foreign_market_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_gambling_den":"Gambling Den",
+ "claim_gambling_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_hagfish_farm":"Hagfish Farm",
+ "claim_hagfish_farm_description":"Body disposal,\n+1d to reduce heat\nafter killing",
+ "claim_hidden_paths":"\nHidden Paths",
+ "claim_hidden_paths_description":"+1d to Prowl back\nto your lair",
+ "claim_infirmary":"Infirmary",
+ "claim_infirmary_description":"+1d to healing\nrolls",
+ "claim_informants":"Informants",
+ "claim_informants_description":"+1d gather info\nfor scores",
+ "claim_interrogation_chamber":"Interrogation\nChamber",
+ "claim_interrogation_chamber_description":"+1d to Command\nand Sway on site",
+ "claim_local_graft":"Local Graft",
+ "claim_local_graft_description":"+2 coin for\nshow of force or\nsocialize",
+ "claim_local_heroes":"\nLocal Heroes",
+ "claim_local_heroes_description":"+1d to indulge\nvice",
+ "claim_lookouts":"Lookouts",
+ "claim_lookouts_description":"+1d to Survey or\nHunt on your turf",
+ "claim_loyal_fence":"Loyal Fence",
+ "claim_loyal_fence_description":"+2 coin for burglary\nor robbery",
+ "claim_luxury_fence":"Luxury Fence",
+ "claim_luxury_fence_description":"+2 coin for high-\nclass targets",
+ "claim_luxury_venue":"Luxury Venue",
+ "claim_luxury_venue_description":"+1d to Consort\nand Sway on site",
+ "claim_offertory":"Offertory",
+ "claim_offertory_description":"+2 coin for occult\noperations",
+ "claim_personal_clothier":"Personal\nClothier",
+ "claim_personal_clothier_description":"+1d engagement\nroll for social plans",
+ "claim_protection_racket":"Protection\nRacket",
+ "claim_protection_racket_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_publicity":"\nPublicity",
+ "claim_publicity_description":"+2 rep on\ntakedown scores",
+ "claim_sacred_nexus":"Sacred Nexus",
+ "claim_sacred_nexus_description":"+1d to healing\nrolls",
+ "claim_sanctuary":"Sanctuary",
+ "claim_sanctuary_description":"+1d to Command\nand Sway on site",
+ "claim_secret_pathways":"Secret\nPathways",
+ "claim_secret_pathways_description":"+1d engagement\nfor stealth plans",
+ "claim_secret_routes":"Secret Routes",
+ "claim_secret_routes_description":"+1d engagement\nfor transport plans",
+ "claim_side_business":"Side Business",
+ "claim_side_business_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_spirit_well":"Spirit Well",
+ "claim_spirit_well_description":"+1d to Attune\non site",
+ "claim_street_fence":"Street Fence",
+ "claim_street_fence_description":"+2 coin for lower-\nclass targets",
+ "claim_surplus_caches":"Surplus Caches",
+ "claim_surplus_caches_description":"+2 coin for product\nsale or supply",
+ "claim_tavern":"Tavern",
+ "claim_tavern_description":"+1d to Consort\nand Sway on site",
+ "claim_terrorized_citizens":"Terrorized\nCitizens",
+ "claim_terrorized_citizens_description":"+2 coin for battle\nor extortion",
+ "claim_the_hookup":"The Hookup",
+ "claim_the_hookup_description":"Smugglers, +1d to\nacquire asets",
+ "claim_training_rooms":"Training\nRooms",
+ "claim_training_rooms_description":"+1 scale for your\nSkulks cohorts",
+ "claim_turf":"\nTurf",
+ "claim_vice_den":"Vice Den",
+ "claim_vice_den_description":"(Tier roll) - Heat =\ncoin in downtime",
+ "claim_victim_trophies":"Victim\nTrophies",
+ "claim_victim_trophies_description":"+1 rep per score",
+ "claim_warehouse":"Warehouse",
+ "claim_warehouse_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "claim_warehouses":"Warehouses",
+ "claim_warehouses_description":"Stockpiles give you\n+1d to acquire\nassets",
+ "clanking":"Clanking",
+ "climbing_gear":"Climbing Gear",
+ "clock_name":"Clock Name",
+ "clocks":"Clocks",
+ "cohort":"Cohort",
+ "cohorts":"Cohorts",
+ "cohort_quality":"Cohort Quality",
+ "coin":"Coin",
+ "cold":"Cold",
+ "command":"Command",
+ "consort":"Consort",
+ "contact_name":"Contact name",
+ "contacts":"Contacts",
+ "crew":"Crew",
+ "crew_ability_accord":"Accord",
+ "crew_ability_accord_description":"Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.",
+ "crew_ability_all_hands":"All Hands",
+ "crew_ability_all_hands_description":"During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.",
+ "crew_ability_anointed":"Anointed",
+ "crew_ability_anointed_description":"You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_as_good_as_your_word":"As Good as Your Word",
+ "crew_ability_as_good_as_your_word_description":"You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.",
+ "crew_ability_avengers":"Avengers",
+ "crew_ability_avengers_description":"Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).",
+ "crew_ability_blood_brothers":"Blood Brothers",
+ "crew_ability_blood_brothers_description":"When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).",
+ "crew_ability_bound_in_darkness":"Bound in Darkness",
+ "crew_ability_bound_in_darkness_description":"You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.",
+ "crew_ability_chosen":"Chosen",
+ "crew_ability_chosen_description":"Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).",
+ "crew_ability_conviction":"Conviction",
+ "crew_ability_conviction_description":"Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make—from now until you indulge this vice again.",
+ "crew_ability_crow's_veil":"Crow's Veil",
+ "crew_ability_crow's_veil_description":"Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.",
+ "crew_ability_dangerous":"Dangerous",
+ "crew_ability_dangerous_description":"Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).",
+ "crew_ability_deadly":"Deadly",
+ "crew_ability_deadly_description":"Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_door_kickers":"Door Kickers",
+ "crew_ability_door_kickers_description":"When you execute an assault plan, take +1d to the engagement roll.",
+ "crew_ability_emberdeath":"Emberdeath",
+ "crew_ability_emberdeath_description":"Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.",
+ "crew_ability_everyone_steals":"Everyone Steals",
+ "crew_ability_everyone_steals_description":"Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).",
+ "crew_ability_favors":"Favors",
+ "crew_ability_favors_description":"Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.",
+ "crew_ability_fiends":"Fiends",
+ "crew_ability_fiends_description":"Fear is as good as respect. You may count each wanted level as if it was turf.",
+ "crew_ability_forged_in_the_fire":"Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description":"Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_ghost_echoes":"Ghost Echoes",
+ "crew_ability_ghost_echoes_description":"From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.",
+ "crew_ability_ghost_market":"Ghost Market",
+ "crew_ability_ghost_market_description":"Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?",
+ "crew_ability_ghost_passage":"Ghost Passage",
+ "crew_ability_ghost_passage_description":"From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.",
+ "crew_ability_glory_incarnate":"Glory Incarnate",
+ "crew_ability_glory_incarnate_description":"Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.",
+ "crew_ability_high_society":"High Society",
+ "crew_ability_high_society_description":"It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.",
+ "crew_ability_hooked":"Hooked",
+ "crew_ability_hooked_description":"Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.",
+ "crew_ability_just_passing_through":"Just Passing Through",
+ "crew_ability_just_passing_through_description":"During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.",
+ "crew_ability_leverage":"Leverage",
+ "crew_ability_leverage_description":"Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.",
+ "crew_ability_like_part_of_the_family":"Like Part of the Family",
+ "crew_ability_like_part_of_the_family_description":"Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.",
+ "crew_ability_misdirection":"Misdirection",
+ "crew_ability_misdirection_description":"At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?",
+ "crew_ability_moral_compass":"Moral Compass",
+ "crew_ability_moral_compass_description":"Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.",
+ "crew_ability_no_traces":"No Traces",
+ "crew_ability_no_traces_description":"When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.",
+ "crew_ability_pack_rats":"Pack Rats",
+ "crew_ability_pack_rats_description":"Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.",
+ "crew_ability_patron":"Patron",
+ "crew_ability_patron_description":"When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_predators":"Predators",
+ "crew_ability_predators_description":"When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.",
+ "crew_ability_reavers":"Reavers",
+ "crew_ability_reavers_description":"When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.",
+ "crew_ability_renegades":"Renegades",
+ "crew_ability_renegades_description":"Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).",
+ "crew_ability_roots":"Roots",
+ "crew_ability_roots_description":"During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.",
+ "crew_ability_sealed_in_blood":"Sealed in Blood",
+ "crew_ability_sealed_in_blood_description":"Each human sacrifice yields -3 stress cost for any ritual you perform.",
+ "crew_ability_second_story":"Second Story",
+ "crew_ability_second_story_description":"When you execute a clandestine infiltration, you get +1d to the engagement roll.",
+ "crew_ability_silver_tongues":"Silver Tongues",
+ "crew_ability_silver_tongues_description":"Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).",
+ "crew_ability_slippery":"Slippery",
+ "crew_ability_slippery_description":"When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.",
+ "crew_ability_synchronized":"Synchronized",
+ "crew_ability_synchronized_description":"When you perform a group action, you may count multiple 6s from different rolls as a critical success.",
+ "crew_ability_the_good_stuff":"The Good Stuff",
+ "crew_ability_the_good_stuff_description":"Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).",
+ "crew_ability_thorn_in_your_side":"Thorn in your Side",
+ "crew_ability_thorn_in_your_side_description":"When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.",
+ "crew_ability_uncanny_preparation":"Uncanny Preparation",
+ "crew_ability_uncanny_preparation_description":"Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).",
+ "crew_ability_vipers":"Vipers",
+ "crew_ability_vipers_description":"When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.",
+ "crew_ability_war_dogs":"War Dogs",
+ "crew_ability_war_dogs_description":"When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_zealotry":"Zealotry",
+ "crew_ability_zealotry_description":"Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.",
+ "crew_advancement":"Crew Advancement ",
+ "crew_assassins_contact_0":"Trev, a gang boss",
+ "crew_assassins_contact_1":"Lydra, a deal broker",
+ "crew_assassins_contact_2":"Irimina, a vicious noble",
+ "crew_assassins_contact_3":"Karlos, a bounty hunter",
+ "crew_assassins_contact_4":"Exeter, a spirit warden",
+ "crew_assassins_contact_5":"Sevoy, a merchant lord",
+ "crew_assassins_description":"Murderers\nfor Hire",
+ "crew_assassins_hunting_grounds_description":"Accident - Disappearance - Murder - Ransom",
+ "crew_assassins_hunting_grounds_type":"Hunting Grounds:",
+ "crew_assassins_xp_condition":"Execute a successful accident, disappearance, murder, or ransom operation.",
+ "crew_bravos_contact_0":"Meg, a pit-fighter",
+ "crew_bravos_contact_1":"Conway, a bluecoat",
+ "crew_bravos_contact_2":"Keller, a blacksmith",
+ "crew_bravos_contact_3":"Tomas, a physicker",
+ "crew_bravos_contact_4":"Walker, a ward boss",
+ "crew_bravos_contact_5":"Lutes, a tavern owner",
+ "crew_bravos_description":"Mercenaries,\nThugs &\nKillers",
+ "crew_bravos_hunting_grounds_description":"Battle - Extortion - Sabotage - Smash & Grab",
+ "crew_bravos_hunting_grounds_type":"Hunting Grounds:",
+ "crew_bravos_xp_condition":"Execute a successful battle, extortion, sabotage, or smash & grab operation.",
+ "crew_cult_contact_0":"Gagan, an academic",
+ "crew_cult_contact_1":"Adikin, an occultist",
+ "crew_cult_contact_2":"Hutchins, an antiquarian",
+ "crew_cult_contact_3":"Moriya, a spirit trafficker",
+ "crew_cult_contact_4":"Mateas Kline, a noble",
+ "crew_cult_contact_5":"Bennett, an astronomer",
+ "crew_cult_description":"Acolytes\nof a Deity",
+ "crew_cult_hunting_grounds_description":"Acquisition - Augury - Consecration - Sacrifice",
+ "crew_cult_hunting_grounds_type":"Sacred Sites:",
+ "crew_cult_xp_condition":"Advance the agenda of your deity or embody its precepts in action.",
+ "crew_description":"A short crew description",
+ "crew_hawkers_contact_0":"Rolan Wott, a magistrate",
+ "crew_hawkers_contact_1":"Laroze, a bluecoat",
+ "crew_hawkers_contact_2":"Lydra, a deal broker",
+ "crew_hawkers_contact_3":"Hoxley, a smuggler",
+ "crew_hawkers_contact_4":"Anya, a dilettante",
+ "crew_hawkers_contact_5":"Marlo, a gang boss",
+ "crew_hawkers_description":"Vice\nDealers",
+ "crew_hawkers_hunting_grounds_description":"Sale - Supply - Show of Force - Socialize",
+ "crew_hawkers_hunting_grounds_type":"Sales Territory:",
+ "crew_hawkers_xp_condition":"Acquire product supply, execute clandestine/covert sales, or secure new territory.",
+ "crew_mode":"Crew Mode",
+ "crew_shadows_contact_0":"Dowler, an explorer",
+ "crew_shadows_contact_1":"Laroze, a bluecoat",
+ "crew_shadows_contact_2":"Amancio, a deal broker",
+ "crew_shadows_contact_3":"Fitz, a collector",
+ "crew_shadows_contact_4":"Adelaide Phroaig, a noble",
+ "crew_shadows_contact_5":"Rigney, a tavern owner",
+ "crew_shadows_description":"Thieves,\nSpies, and\nSaboteurs",
+ "crew_shadows_hunting_grounds_description":"Burglary - Espionage - Robbery - Sabotage",
+ "crew_shadows_hunting_grounds_type":"Hunting Grounds:",
+ "crew_shadows_xp_condition":"Execute a successful espionage, sabotage, or theft operation.",
+ "crew_sheet":"Crew sheet",
+ "crew_smugglers_contact_0":"Elynn, a dock worker",
+ "crew_smugglers_contact_1":"Rolan, a drug dealer",
+ "crew_smugglers_contact_2":"Sera, an arms dealer",
+ "crew_smugglers_contact_3":"Nyelle, a spirit trafficker",
+ "crew_smugglers_contact_4":"Decker, an anarchist",
+ "crew_smugglers_contact_5":"Esme, a tavern owner",
+ "crew_smugglers_description":"Suppliers\nof Illicit\nGoods",
+ "crew_smugglers_hunting_grounds_description":"Arcane/Weird - Arms - Contraband - Passengers",
+ "crew_smugglers_hunting_grounds_type":"Cargo Types:",
+ "crew_smugglers_xp_condition":"Execute a successful smuggling or acquire new clients or contraband sources.",
+ "crew_tier":"Crew Tier",
+ "crew_upgrade_assassin_rigging":"Assassin rigging (2 free load of weapons or gear)",
+ "crew_upgrade_barge":"Barge (+mobility for lair)",
+ "crew_upgrade_bravos_rigging":"Bravos rigging (2 free load of weapons or armor)",
+ "crew_upgrade_camouflage":"Camouflage (vehicles are perfectly concealed at rest)",
+ "crew_upgrade_composed":"Composed (+1 stress box)",
+ "crew_upgrade_cult_rigging":"Cult rigging (2 free load of documents or implements)",
+ "crew_upgrade_elite_adepts":"Elite Adepts",
+ "crew_upgrade_elite_rooks":"Elite Rooks",
+ "crew_upgrade_elite_rovers":"Elite Rovers",
+ "crew_upgrade_elite_skulks":"Elite Skulks",
+ "crew_upgrade_elite_thugs":"Elite Thugs",
+ "crew_upgrade_hardened":"Hardened (+1 trauma box)",
+ "crew_upgrade_hawker's_rigging":"Hawker's rigging (1 carried item is concealed and has no load)",
+ "crew_upgrade_ironhook_contacts":"Ironhook Contacts (+1 Tier in prison)",
+ "crew_upgrade_irregulars":"Irregulars (Experts gain +1d to Gather Information)",
+ "crew_upgrade_ordained":"Ordained (+1 trauma box)",
+ "crew_upgrade_ritual_sanctum_in_lair":"Ritual sanctum in lair",
+ "crew_upgrade_smuggler's_rigging":"Smuggler's rigging (2 items carried are perfectly concealed)",
+ "crew_upgrade_spark-craft_technology":"Spark-craft Technology",
+ "crew_upgrade_steady":"Steady (+1 stress box)",
+ "crew_upgrade_thief_rigging":"Thief Rigging (2 free load of tools or gear)",
+ "crew_upgrade_unbroken":"Unbroken (+1 trauma box)",
+ "crew_upgrade_underground_maps_&_passkeys":"Underground maps & passkeys",
+ "crew_upgrade_vigilantes_attire":"Vigilantes attire (2 free load of weapons or supplies)",
+ "crew_upgrade_willing_to_fight":"Willing to Fight (Experts are braves)",
+ "crew_upgrades":"Crew Upgrades",
+ "crew_vigilantes_contact_0":"Mara, a chief inspector",
+ "crew_vigilantes_contact_1":"Twelves, a Leviathan Hunter",
+ "crew_vigilantes_contact_2":"Soren, a restless ghost",
+ "crew_vigilantes_contact_3":"Poriso, famous opera singer",
+ "crew_vigilantes_contact_4":"Anis, a Spirit Warden",
+ "crew_vigilantes_contact_5":"Badger, a brilliant inventor",
+ "crew_vigilantes_description":"Deluded\nAvengers",
+ "crew_vigilantes_hunting_grounds_description":"Uniting - Interference - Resistance - Terror",
+ "crew_vigilantes_hunting_grounds_type":"Protected Grounds:",
+ "crew_vigilantes_xp_condition":"Interfere with criminal scores, protect citizens, or antagonize the law.",
+ "cult":"Cult",
+ "cutter":"Cutter",
+ "deception:":"Deception:",
+ "deity":"Deity",
+ "deity_features":"Deity Features",
+ "demolition_tools":"Demolition Tools",
+ "description":"Description",
+ "destructive":"Destructive",
+ "devils_bargain":"Devil's Bargain",
+ "documents":"Documents",
+ "drain":"Drain",
+ "drift_oil":"Drift Oil",
+ "drown_powder":"Drown Powder",
+ "edges":"Edges",
+ "effect_query":"?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite":"Elite",
+ "entanglement":"Entanglement",
+ "expert":"Expert",
+ "express_crew":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "extra_xp_boxes":"Extra xp boxes for vampires",
+ "eyeblind_poison":"Eyeblind Poison",
+ "faction_barrowcleft":"Barrowcleft",
+ "faction_bluecoats":"Bluecoats",
+ "faction_brightstone":"Brightstone",
+ "faction_cabbies":"Cabbies",
+ "faction_charhollow":"Charhollow",
+ "faction_charterhall":"Charterhall",
+ "faction_city_council":"City Council",
+ "faction_coalridge":"Coalridge",
+ "faction_crow's_foot":"Crow's Foot",
+ "faction_cyphers":"Cyphers",
+ "faction_dagger_isles_consulate":"Dagger Isles Consulate",
+ "faction_deathlands_scavengers":"Deathlands Scavengers",
+ "faction_dockers":"Dockers",
+ "faction_dunslough":"Dunslough",
+ "faction_gondoliers":"Gondoliers",
+ "faction_imperial_military":"Imperial Military",
+ "faction_ink_rakes":"Ink Rakes",
+ "faction_inspectors":"Inspectors",
+ "faction_ironhook_prison":"Ironhook Prison",
+ "faction_iruvian_consulate":"Iruvian Consulate",
+ "faction_laborers":"Laborers",
+ "faction_leviathan_hunters":"Leviathan Hunters",
+ "faction_lord_scurlock":"Lord Scurlock",
+ "faction_ministry_of_preservation":"Ministry of Preservation",
+ "faction_mode":"Faction Mode",
+ "faction_nightmarket":"Nightmarket",
+ "faction_notes":"Faction notes",
+ "faction_rail_jacks":"Rail Jacks",
+ "faction_sailors":"Sailors",
+ "faction_servants":"Servants",
+ "faction_severosi_consulate":"Severosi Consulate",
+ "faction_silkshore":"Silkshore",
+ "faction_six_towers":"Six Towers",
+ "faction_skovlan_consulate":"Skovlan Consulate",
+ "faction_skovlander_refugees":"Skovlander Refugees",
+ "faction_sparkwrights":"Sparkwrights",
+ "faction_spirit_wardens":"Spirit Wardens",
+ "faction_the_billhooks":"The Billhooks",
+ "faction_the_brigade":"The Brigade",
+ "faction_the_church_of_ecstasy":"The Church of Ecstasy",
+ "faction_the_circle_of_flame":"The Circle of Flame",
+ "faction_the_crows":"The Crows",
+ "faction_the_dimmer_sisters":"The Dimmer Sisters",
+ "faction_the_docks":"The Docks",
+ "faction_the_foghounds":"The Foghounds",
+ "faction_the_forgotten_gods":"The Forgotten Gods",
+ "faction_the_foundation":"The Foundation",
+ "faction_the_gray_cloaks":"The Gray Cloaks",
+ "faction_the_grinders":"The Grinders",
+ "faction_the_hive":"The Hive",
+ "faction_the_horde":"The Horde",
+ "faction_the_lampblacks":"The Lampblacks",
+ "faction_the_lost":"The Lost",
+ "faction_the_path_of_echoes":"The Path of Echoes",
+ "faction_the_reconciled":"The Reconciled",
+ "faction_the_red_sashes":"The Red Sashes",
+ "faction_the_silver_nails":"The Silver Nails",
+ "faction_the_unseen":"The Unseen",
+ "faction_the_weeping_lady":"The Weeping Lady",
+ "faction_the_wraiths":"The Wraiths",
+ "faction_ulf_ironborn":"Ulf Ironborn",
+ "faction_whitecrown":"Whitecrown",
+ "factions1":"Underworld",
+ "factions2":"Institutions",
+ "factions3":"Labor & Trade",
+ "factions4":"The Fringe",
+ "factions5":"Citizenry",
+ "factions_title":"Factions of Doskvol",
+ "finesse":"Finesse",
+ "fire_oil":"Fire Oil",
+ "fixated":"Fixated",
+ "flaws":"Flaws",
+ "flexible_width":"Flexible character sheet width (adapts to container)",
+ "forbidden:":"Forbidden: ",
+ "fortune":"Fortune",
+ "frame":"Frame",
+ "frame_description":"Frame description",
+ "frame_feature":"Frame feature",
+ "friend_name":"Friend name",
+ "friends":"Friends",
+ "functions":"Functions",
+ "functions_placeholder":"to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.",
+ "furious":"Furious",
+ "gang":"Gang",
+ "gang_type":"Thugs",
+ "gather_information":"Gather Information",
+ "gatherinfo_are_they_telling":"Are they telling the truth?",
+ "gatherinfo_how_can_I_blend":"How can I blend in here?",
+ "gatherinfo_how_can_I_discover":"How can I discover [X]?",
+ "gatherinfo_how_can_I_find":"How can I find [X]?",
+ "gatherinfo_how_can_I_get_them":"How can I get them to [X]?",
+ "gatherinfo_how_can_I_hurt":"How can I hurt them?",
+ "gatherinfo_reveal":"How can I reveal [X]?",
+ "gatherinfo_what_are_they_really":"What are they really feeling?",
+ "gatherinfo_what_can_I_tinker":"What can I tinker with here?",
+ "gatherinfo_what_do_they_intend":"What do they intend to do?",
+ "gatherinfo_what_do_they_really":"What do they really care about?",
+ "gatherinfo_what_do_they_want":"What do they want most?",
+ "gatherinfo_what_drives_them":"What drives them to do this?",
+ "gatherinfo_what_echoes":"What echoes in the ghost field?",
+ "gatherinfo_what_is_arcane":"What is arcane or weird here?",
+ "gatherinfo_what_is_hidden":"What is hidden or lost here?",
+ "gatherinfo_what_might_happen":"What might happen if I [X]?",
+ "gatherinfo_what_should_I_look":"What should I look out for?",
+ "gatherinfo_whats_going_on":"What's really going on here?",
+ "gatherinfo_whats_the_best_way":"What's the best way in?",
+ "gatherinfo_where_can_I_hide":"Where can I hide here?",
+ "gatherinfo_where_did_x_go":"Where did [X] go?",
+ "gatherinfo_where_they_vulnerable":"Where are they vulnerable?",
+ "gatherinfo_wheres_the_leverage":"Where's the leverage here?",
+ "gatherinfo_wheres_the_weakness":"Where's the weakness here?",
+ "gatherinfo_whos_most_afraid":"Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous":"Who's most dangerous here?",
+ "gear":"Gear",
+ "generate_factions":"Generate Factions",
+ "ghost":"Ghost",
+ "ghost_viceblurb":"You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).",
+ "gloom":"Gloom",
+ "grenade":"Grenade",
+ "group_action":"group action",
+ "harm":"Harm",
+ "haunted":"Haunted",
+ "hawkers":"Hawkers",
+ "heat":"Heat",
+ "heavy":" heavy",
+ "heritage":"Heritage",
+ "hidden":"Hidden",
+ "hold":"Hold",
+ "hound":"Hound",
+ "how_many_boxes":"How many boxes?",
+ "how_much_load":"How much load?",
+ "hull":"Hull",
+ "hull_viceblurb":"Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.",
+ "hunt":"Hunt",
+ "hunting_grounds:":"Hunting Grounds:",
+ "hunting_grounds_description":"Robbery",
+ "impaired":"Impaired",
+ "implements":"Implements",
+ "indulge_vice":"Indulge Vice",
+ "insight":"Insight",
+ "italics_dont_count":"(italics don't count for load)",
+ "item_name":"A useful item",
+ "items":"Items",
+ "lair":"Lair",
+ "lantern":"Lantern",
+ "lead_a":"Lead a ",
+ "leaking":"Leaking",
+ "leech":"Leech",
+ "less_effect":"Less Effect",
+ "light":" light",
+ "load":"load",
+ "load:":"Load: ",
+ "look":"Look",
+ "lurk":"Lurk",
+ "mark_xp:":"Mark XP:",
+ "mastery":"Mastery",
+ "minus1d":"-1D",
+ "name":"Name",
+ "need_help":"Need Help",
+ "new_cohort":"New Cohort: 2",
+ "normal":" normal",
+ "notes":"Notes",
+ "number_stress_boxes":"Number of stress boxes",
+ "numberofdice":"Number of dice",
+ "obsessed":"Obsessed",
+ "obsessive":"Obsessive",
+ "occult:":"Occult:",
+ "ok":"OK",
+ "origin":"Origin",
+ "paranoid":"Paranoid",
+ "personal":"Personal",
+ "plan_assault":" Point of attack",
+ "plan_deception":" Method",
+ "plan_occult":" Arcane power",
+ "plan_social":" Connection",
+ "plan_stealth":" Entry point",
+ "plan_transport":" Route",
+ "planning_load":"Planning & Load",
+ "planningdesc_1":"Choose a plan, provide the ",
+ "planningdesc_2":"detail",
+ "planningdesc_3":"Choose your ",
+ "planningdesc_4":" limit for the operation.",
+ "playbook":"playbook",
+ "playbook_ability_a_little_something_on_the_side":"A Little Something on the Side",
+ "playbook_ability_a_little_something_on_the_side_description":"At the end of each downtime phase, you earn +2 stash.",
+ "playbook_ability_a_void_in_the_echo":"A Void in the Echo",
+ "playbook_ability_a_void_in_the_echo_description":"You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.",
+ "playbook_ability_alchemist":"Alchemist",
+ "playbook_ability_alchemist_description":"When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_ambush":"Ambush",
+ "playbook_ability_ambush_description":"When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_analyst":"Analyst",
+ "playbook_ability_analyst_description":"During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.",
+ "playbook_ability_arcane_sight":"Arcane Sight",
+ "playbook_ability_arcane_sight_description":"Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.",
+ "playbook_ability_artificer":"Artificer",
+ "playbook_ability_artificer_description":"When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_automaton":"Automaton",
+ "playbook_ability_automaton_description":"You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.",
+ "playbook_ability_battleborn":"Battleborn",
+ "playbook_ability_battleborn_description":"You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.",
+ "playbook_ability_bodyguard":"Bodyguard",
+ "playbook_ability_bodyguard_description":"When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_calculating":"Calculating",
+ "playbook_ability_calculating_description":"Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.",
+ "playbook_ability_cloak_&_dagger":"Cloak & Dagger",
+ "playbook_ability_cloak_&_dagger_description":"When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.",
+ "playbook_ability_compartments":"Compartments",
+ "playbook_ability_compartments_description":"Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.",
+ "playbook_ability_compel":"Compel",
+ "playbook_ability_compel_description":"You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).",
+ "playbook_ability_connected":"Connected",
+ "playbook_ability_connected_description":"During downtime, you get +1 result level when you acquire an asset or reduce heat.",
+ "playbook_ability_daredevil":"Daredevil",
+ "playbook_ability_daredevil_description":"When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_dark_talent":"Dark Talent",
+ "playbook_ability_dark_talent_description":"Choose Insight, Prowess, or Resolve.Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.",
+ "playbook_ability_dissipate":"Dissipate",
+ "playbook_ability_dissipate_description":"You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.",
+ "playbook_ability_electroplasmic_projectors":"Electroplasmic Projectors",
+ "playbook_ability_electroplasmic_projectors_description":"You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.",
+ "playbook_ability_expertise":"Expertise",
+ "playbook_ability_expertise_description":"Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.",
+ "playbook_ability_focused":"Focused",
+ "playbook_ability_focused_description":"You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.",
+ "playbook_ability_foresight":"Foresight",
+ "playbook_ability_foresight_description":"Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.",
+ "playbook_ability_fortitude":"Fortitude",
+ "playbook_ability_fortitude_description":"You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.",
+ "playbook_ability_frame_upgrade":"Frame Upgrade",
+ "playbook_ability_frame_upgrade_description":"Choose an additional frame feature. This upgrade may be taken up to four times.",
+ "playbook_ability_functioning_vice":"Functioning Vice",
+ "playbook_ability_functioning_vice_description":"When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.",
+ "playbook_ability_ghost_contract":"Ghost Contract",
+ "playbook_ability_ghost_contract_description":"When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".",
+ "playbook_ability_ghost_fighter":"Ghost Fighter",
+ "playbook_ability_ghost_fighter_description":"You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_ghost_form":"Ghost Form",
+ "playbook_ability_ghost_form_description":"You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.",
+ "playbook_ability_ghost_hunter":"Ghost Hunter",
+ "playbook_ability_ghost_hunter_description":"Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.",
+ "playbook_ability_ghost_mind":"Ghost Mind",
+ "playbook_ability_ghost_mind_description":"You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.",
+ "playbook_ability_ghost_veil":"Ghost Veil",
+ "playbook_ability_ghost_veil_description":"You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost",
+ "playbook_ability_ghost_voice":"Ghost Voice",
+ "playbook_ability_ghost_voice_description":"You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.",
+ "playbook_ability_ghost_ward":"Ghost Ward",
+ "playbook_ability_ghost_ward_description":"You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).",
+ "playbook_ability_infiltrator":"Infiltrator",
+ "playbook_ability_infiltrator_description":"You are not affected by quality or Tier when you bypass security measures.",
+ "playbook_ability_interface":"Interface",
+ "playbook_ability_interface_description":"You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).",
+ "playbook_ability_iron_will":"Iron Will",
+ "playbook_ability_iron_will_description":" You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.",
+ "playbook_ability_jail_bird":"Jail Bird",
+ "playbook_ability_jail_bird_description":"When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).",
+ "playbook_ability_leader":"Leader",
+ "playbook_ability_leader_description":"When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_like_looking_into_a_mirror":"Like Looking into a Mirror",
+ "playbook_ability_like_looking_into_a_mirror_description":"You can always tell when someone is lying to you.",
+ "playbook_ability_manifest":"Manifest",
+ "playbook_ability_manifest_description":"Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.",
+ "playbook_ability_mastermind":"Mastermind",
+ "playbook_ability_mastermind_description":"You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
+ "playbook_ability_mesmerism":"Mesmerism",
+ "playbook_ability_mesmerism_description":"When you Sway someone, you may cause them to forget that it's happened until they next interact with you.",
+ "playbook_ability_mule":"Mule",
+ "playbook_ability_mule_description":"Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.",
+ "playbook_ability_not_to_be_trifled_with":"Not to be Trifled With",
+ "playbook_ability_not_to_be_trifled_with_description":"You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.",
+ "playbook_ability_occultist":"Occultist",
+ "playbook_ability_occultist_description":"You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.",
+ "playbook_ability_overcharge":"Overcharge",
+ "playbook_ability_overcharge_description":"Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.",
+ "playbook_ability_physicker":"Physicker",
+ "playbook_ability_physicker_description":"You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.",
+ "playbook_ability_poltergeist":"Poltergeist",
+ "playbook_ability_poltergeist_description":"Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).",
+ "playbook_ability_possess":"Possess",
+ "playbook_ability_possess_description":"You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).",
+ "playbook_ability_reflexes":"Reflexes",
+ "playbook_ability_reflexes_description":"When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).",
+ "playbook_ability_ritual":"Ritual",
+ "playbook_ability_ritual_description":"You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.",
+ "playbook_ability_rook's_gambit":"Rook's Gambit",
+ "playbook_ability_rook's_gambit_description":"Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.",
+ "playbook_ability_saboteur":"Saboteur",
+ "playbook_ability_saboteur_description":"When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.",
+ "playbook_ability_savage":"Savage",
+ "playbook_ability_savage_description":"When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.",
+ "playbook_ability_scout":"Scout",
+ "playbook_ability_scout_description":"When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camou age, you get +1d to rolls to avoid detection.",
+ "playbook_ability_secondary_hull":"Secondary Hull",
+ "playbook_ability_secondary_hull_description":"Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.",
+ "playbook_ability_shadow":"Shadow",
+ "playbook_ability_shadow_description":"You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.",
+ "playbook_ability_sharpshooter":"Sharpshooter",
+ "playbook_ability_sharpshooter_description":"You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
+ "playbook_ability_sinister_guile":"Sinister Guile",
+ "playbook_ability_sinister_guile_description":"During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.",
+ "playbook_ability_strange_methods":"Strange Methods",
+ "playbook_ability_strange_methods_description":"When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.",
+ "playbook_ability_subterfuge":"Subterfuge",
+ "playbook_ability_subterfuge_description":"You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.",
+ "playbook_ability_survivor":"Survivor",
+ "playbook_ability_survivor_description":"From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.",
+ "playbook_ability_tempest":"Tempest",
+ "playbook_ability_tempest_description":"You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).",
+ "playbook_ability_terrible_power":"Terrible Power",
+ "playbook_ability_terrible_power_description":"Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.",
+ "playbook_ability_the_devil's_footsteps":"The Devil's Footsteps",
+ "playbook_ability_the_devil's_footsteps_description":"When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.",
+ "playbook_ability_tough_as_nails":"Tough as Nails",
+ "playbook_ability_tough_as_nails_description":"Penalties from harm are one level less severe (though level 4 harm is still fatal).",
+ "playbook_ability_trust_in_me":"Trust in Me",
+ "playbook_ability_trust_in_me_description":"You get +1d vs. a target with whom you have an intimate relationship.",
+ "playbook_ability_undead":"Undead",
+ "playbook_ability_undead_description":"You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.",
+ "playbook_ability_vengeful":"Vengeful",
+ "playbook_ability_vengeful_description":"You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.",
+ "playbook_ability_venomous":"Venomous",
+ "playbook_ability_venomous_description":"Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.",
+ "playbook_ability_vigorous":"Vigorous",
+ "playbook_ability_vigorous_description":"You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_warded":"Warded",
+ "playbook_ability_warded_description":"You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.",
+ "playbook_ability_weaving_the_web":"Weaving the Web",
+ "playbook_ability_weaving_the_web_description":"You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.",
+ "playbook_advancement":"Playbook Advancement ",
+ "playbook_cutter_description":"A Dangerous &\nIntimidating\nFighter",
+ "playbook_cutter_friend_0":"Marlane, a pugilist",
+ "playbook_cutter_friend_1":"Chael, a vicious thug",
+ "playbook_cutter_friend_2":"Mercy, a cold killer",
+ "playbook_cutter_friend_3":"Grace, an extortionist",
+ "playbook_cutter_friend_4":"Sawtooth, a physicker",
+ "playbook_cutter_friends_title":"Dangerous Friends",
+ "playbook_cutter_xp_condition":"You addressed a challenge with violence or coercion.",
+ "playbook_description":"A short playbook description",
+ "playbook_ghost_description":"A spirit without a body",
+ "playbook_ghost_friends_title":"Enemies & Rivals",
+ "playbook_ghost_xp_condition":"You exacted vengeance upon those whom you deem deserving.",
+ "playbook_ghost_xp_condition2":"You expressed your your outrage or anger, or settled scores from your heritage or background.",
+ "playbook_ghost_xp_condition3":"You struggled with issues from your need or glooms during the session.",
+ "playbook_hound_description":"A Deadly\nSharpshooter\nand Tracker",
+ "playbook_hound_friend_0":"Steiner, an assassin",
+ "playbook_hound_friend_1":"Celene, a sentinel",
+ "playbook_hound_friend_2":"Melvir, a physicker",
+ "playbook_hound_friend_3":"Veleris, a spy",
+ "playbook_hound_friend_4":"Casta, a bounty hunter",
+ "playbook_hound_friends_title":"Deadly Friends",
+ "playbook_hound_xp_condition":"You addressed a challenge with tracking or violence.",
+ "playbook_hull_description":"A spirit animating a clockwork frame",
+ "playbook_hull_xp_condition":"You fulfilled your functions despite difficulty or danger.",
+ "playbook_hull_xp_condition2":"You suppressed or ignored your former human beliefs, drives, heritage, or background.",
+ "playbook_hull_xp_condition3":"You struggled with issues from your wear during the session.",
+ "playbook_item_a_cane-sword":"A cane-sword",
+ "playbook_item_a_trained_hunting_pet":"A trained hunting pet",
+ "playbook_item_bandolier_of_alchemicals_(3)":"Bandolier of alchemicals (3)",
+ "playbook_item_blowgun_&_darts,_syringes":"Blowgun & darts, syringes",
+ "playbook_item_blueprints":"Blueprints",
+ "playbook_item_concealed_palm_pistol":"Concealed palm pistol",
+ "playbook_item_dark-sight_goggles":"Dark-sight goggles",
+ "playbook_item_demonbane_charm":"Demonbane charm",
+ "playbook_item_electroplasm_vials":"Electroplasm vials",
+ "playbook_item_electroplasmic_ammunition":"Electroplasmic ammunition",
+ "playbook_item_fine_bottle_of_whiskey":"Fine bottle of whiskey",
+ "playbook_item_fine_clothes_&_jewelry":"Fine clothes & jewelry",
+ "playbook_item_fine_clothes_and_accoutrements":"Fine clothes and accoutrements",
+ "playbook_item_fine_cover_identity":"Fine cover identity",
+ "playbook_item_fine_disguise_kit":"Fine disguise kit",
+ "playbook_item_fine_hand_weapon":"Fine hand weapon",
+ "playbook_item_fine_heavy_weapon":"Fine heavy weapon",
+ "playbook_item_fine_lightning_hook":"Fine lightning hook",
+ "playbook_item_fine_loaded_dice,_trick_cards":"Fine loaded dice, trick cards",
+ "playbook_item_fine_lockpicks":"Fine lockpicks",
+ "playbook_item_fine_long_rifle":"Fine long rifle",
+ "playbook_item_fine_pair_of_pistols":"Fine pair of pistols",
+ "playbook_item_fine_personal_weapon":"Fine personal weapon",
+ "playbook_item_fine_shadow_cloak":"Fine shadow cloak",
+ "playbook_item_fine_spirit_mask":"Fine spirit mask",
+ "playbook_item_fine_tinkering_tools":"Fine tinkering tools",
+ "playbook_item_fine_wrecker_tools":"Fine wrecker tools",
+ "playbook_item_gadget":"Gadget",
+ "playbook_item_ghost_key":"Ghost key",
+ "playbook_item_light_climbing_gear":"Light climbing gear",
+ "playbook_item_manacles_&_chain":"Manacles & chain",
+ "playbook_item_rage_essence_vial":"Rage essence vial",
+ "playbook_item_scary_weapon_or_tool":"Scary weapon or tool",
+ "playbook_item_silence_potion_vial":"Silence potion vial",
+ "playbook_item_spirit_bottles_(2)":"Spirit bottles (2)",
+ "playbook_item_spiritbane_charm":"Spiritbane charm",
+ "playbook_item_spyglass":"Spyglass",
+ "playbook_item_trance_powder":"Trance powder",
+ "playbook_item_vial_of_slumber_essence":"Vial of slumber essence",
+ "playbook_leech_description":"A Saboteur and\nTechnician",
+ "playbook_leech_friend_0":"Stazia, an apothecary",
+ "playbook_leech_friend_1":"Veldren, a psychonaut",
+ "playbook_leech_friend_2":"Eckerd, a corpse thief",
+ "playbook_leech_friend_3":"Jul, a blood dealer",
+ "playbook_leech_friend_4":"Malista, a priestess",
+ "playbook_leech_friends_title":"Clever Friends",
+ "playbook_leech_xp_condition":"You addressed a challenge with technical skill or mayhem.",
+ "playbook_lurk_description":"A Stealthy\nInfiltrator\nand Burglar",
+ "playbook_lurk_friend_0":"Telda, a beggar",
+ "playbook_lurk_friend_1":"Darmot, a bluecoat",
+ "playbook_lurk_friend_2":"Frake, a locksmith",
+ "playbook_lurk_friend_3":"Roslyn Kellis, a noble",
+ "playbook_lurk_friend_4":"Petra, a city clerk",
+ "playbook_lurk_friends_title":"Shady Friends",
+ "playbook_lurk_xp_condition":"You addressed a challenge with stealth or evasion.",
+ "playbook_slide_description":"A Subtle\nManipulator\nand Spy",
+ "playbook_slide_friend_0":"Bryl, a drug dealer",
+ "playbook_slide_friend_1":"Bazso Baz, a gang leader",
+ "playbook_slide_friend_2":"Klyra, a tavern owner",
+ "playbook_slide_friend_3":"Nyryx, a prostitute",
+ "playbook_slide_friend_4":"Harker, a jail-bird",
+ "playbook_slide_friends_title":"Sly Friends",
+ "playbook_slide_xp_condition":"You addressed a challenge with deception or in influence.",
+ "playbook_spider_description":"A Devious\nMastermind",
+ "playbook_spider_friend_0":"Salia, an information broker",
+ "playbook_spider_friend_1":"Augus, a master architect",
+ "playbook_spider_friend_2":"Jennah, a servant",
+ "playbook_spider_friend_3":"Riven, a chemist",
+ "playbook_spider_friend_4":"Jeren, a bluecoat archivist",
+ "playbook_spider_friends_title":"Shrewd Friends",
+ "playbook_spider_xp_condition":"You addressed a challenge with calculation or conspiracy.",
+ "playbook_vampire_description":"A spirit animating an undead body",
+ "playbook_vampire_friend_0":"Rutherford, a butler",
+ "playbook_vampire_friend_1":"Lylandra, a consort",
+ "playbook_vampire_friend_2":"Kira, a bodyguard",
+ "playbook_vampire_friend_3":"Otto, a coachman",
+ "playbook_vampire_friend_4":"Edrik, an envoy",
+ "playbook_vampire_friends_title":"Dark Servants",
+ "playbook_vampire_xp_condition":"You displayed your dominance or slayed without mercy.",
+ "playbook_vampire_xp_condition2":"You expressed your beliefs, drives, heritage, or background.",
+ "playbook_vampire_xp_condition3":"You struggled with issues from your vice, traumas, or strictures during the session.",
+ "playbook_whisper_description":"An Arcane\nAdept and\nChanneler",
+ "playbook_whisper_friend_0":"Nyryx, a possessor ghost",
+ "playbook_whisper_friend_1":"Scurlock, a vampire",
+ "playbook_whisper_friend_2":"Setarra, a demon",
+ "playbook_whisper_friend_3":"Quellyn, a witch",
+ "playbook_whisper_friend_4":"Flint, a spirit trafficker",
+ "playbook_whisper_friends_title":"Strange Friends",
+ "playbook_whisper_xp_condition":"You addressed a challenge with knowledge or arcane power.",
+ "position_query":"?{Position|Risky|Controlled|Desperate}",
+ "progress":"Progress",
+ "protect":"Protect",
+ "prowess":"Prowess",
+ "prowl":"Prowl",
+ "push_yourself":"Push yourself",
+ "push_yourself_desc1":" (take 2 ",
+ "push_yourself_desc2":") - or - accept a ",
+ "quality":"Quality",
+ "quarters":"Quarters",
+ "quicksilver":"Quicksilver",
+ "reckless":"Reckless",
+ "recovery":"Recovery",
+ "recoveryblurb":" Get treatment in downtime to activate your healing project clock â–º",
+ "rep":"Rep",
+ "repelled:":"Repelled: ",
+ "reputation":"Reputation",
+ "resist_instructions":"Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
+ "resists_with":"resists a consequence with",
+ "resolve":"Resolve",
+ "roll":"Roll",
+ "roll_fortune":"Roll Fortune",
+ "roll_their":"Roll their",
+ "rolls":"Rolls",
+ "savage":"Savage",
+ "secure":"Secure",
+ "set_up_a_teammate":"Set up",
+ "shadows":"Shadows",
+ "short":"short",
+ "show_deity_fields":"Show deity fields for crew",
+ "show_extra_trauma_box":"Show an extra trauma box",
+ "show_extra_xp_condition":"Show an extra xp condition",
+ "show_frame_section":"Show frame section (for hulls)",
+ "show_item_description":"Item/upgrade descriptions",
+ "show_origin_field":"Show origin field for crew",
+ "show_vampire_strictures":"Show vampire strictures",
+ "size":"Size",
+ "skirmish":"Skirmish",
+ "skullfire_poison":"Skullfire Poison",
+ "slide":"Slide",
+ "slumber:":"Slumber: ",
+ "smoke_bomb":"Smoke Bomb",
+ "smoking":"Smoking",
+ "smugglers":"Smugglers",
+ "social:":"Social:",
+ "soft":"Soft",
+ "spark_drug":"Spark (drug)",
+ "sparking":"Sparking",
+ "special":"Special",
+ "special_abilities":"Special Abilities",
+ "spider":"Spider",
+ "standstill_poison":"Standstill Poison",
+ "stash":"Stash",
+ "status":"Status",
+ "stealth:":"Stealth:",
+ "stress":"Stress",
+ "stress_label":"Label to use for stress",
+ "strictures":"Strictures",
+ "strictures_bestial":"When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.",
+ "strictures_bound":"Your spirit must remain in this body, or be destroyed.",
+ "strictures_forbidden":"You cannot enter a private residence without permission from the owner.",
+ "strictures_repelled":"Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)",
+ "strictures_slumber":"In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).",
+ "stricturesblurb":"When you gain a new vampire trait (except veteran), add a stricture.",
+ "strong":"Strong",
+ "study":"Study",
+ "subterfuge_supplies":"Subterfuge Supplies",
+ "supplies":"Supplies",
+ "survey":"Survey",
+ "sway":"Sway",
+ "tall":"tall",
+ "teamwork":"Teamwork",
+ "territorial":"Territorial",
+ "three_slot_upgrade":"Three-slot upgrade",
+ "throwing_knives":"Throwing Knives",
+ "thugs":"Thugs",
+ "tier":"Tier",
+ "tinker":"Tinker",
+ "tinkering_tools":"Tinkering Tools",
+ "tools":"Tools",
+ "training":"Training",
+ "trance_powder":"Trance Powder",
+ "transport:":"Transport:",
+ "trauma":"Trauma",
+ "trauma_label":"Label to use for trauma",
+ "traumata":"Traumata",
+ "turf":"Turf",
+ "unstable":"Unstable",
+ "upgrade":"Upgrade",
+ "upgrade_costs":"Upgrade Costs",
+ "upon_crew_advance":"Upon crew advance, each PC gets +2 Stash (+1 per Tier)",
+ "vampire":"Vampire",
+ "vampire_viceblurb":"Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?",
+ "vault":"Vault",
+ "vaults":"Vaults",
+ "vehicle":"Vehicle",
+ "version":"Version ",
+ "vice":"Vice",
+ "vice_instructions":"Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.",
+ "vice_purveyor":"Vice / Purveyor",
+ "viceroll1":"(who currently has ",
+ "viceroll2":") indulges",
+ "vicious":"Vicious",
+ "vigilantes":"Vigilantes",
+ "wanted":"Wanted",
+ "wantedroll1":"(who currently have ",
+ "wantedroll2":") roll for",
+ "war":"War",
+ "warblurb1":"When you're at war with any number of factions (status -3), the following penalties apply:",
+ "warblurb2":"Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
+ "warblurb3":"PCs get only one free downtime action instead of two.",
+ "warblurb4":"Take +1 heat from each score.",
+ "warblurb5":"Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
+ "weak":"Weak",
+ "weapons":"Weapons",
+ "wear":"Wear",
+ "when_you_use_bandolier":"When you use a bandolier slot, choose an alchemical:",
+ "whisper":"Whisper",
+ "workshop":"Workshop",
+ "wreck":"Wreck",
+ "xp_beliefs":"You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster":"Bolster your crew's reputation or develop a new one.",
+ "xp_contend":"Contend with challenges above your current station.",
+ "xp_crew_specific":"Enter your crew's specific way to mark XP here.",
+ "xp_desperate":"Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express":"Express the goals, drives, inner conflict, or essential nature of the crew.",
+ "xp_specific":"Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra":"Enter another specific way to mark XP here.",
+ "xp_top":"At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice":"You struggled with issues from your vice or traumas during the session.",
+ "zerodice":"Zero Dice - take the lowest result above"
+}
\ No newline at end of file
diff --git a/Blades in the Dark/translations/zu.json b/Blades in the Dark/translations/zu.json
new file mode 100644
index 000000000000..9a6afe8e9da1
--- /dev/null
+++ b/Blades in the Dark/translations/zu.json
@@ -0,0 +1,968 @@
+{
+ "+heavy":"crwdns57203:0crwdne57203:0",
+ "12segment":"crwdns57204:0crwdne57204:0",
+ "4segment":"crwdns57205:0crwdne57205:0",
+ "6segment":"crwdns57206:0crwdne57206:0",
+ "8segment":"crwdns57207:0crwdne57207:0",
+ "Heavy":"crwdns57208:0crwdne57208:0",
+ "Light":"crwdns57209:0crwdne57209:0",
+ "Normal":"crwdns57210:0crwdne57210:0",
+ "a_2nd_pistol":"crwdns57211:0crwdne57211:0",
+ "a_blade_or_two":"crwdns57212:0crwdne57212:0",
+ "a_large_weapon":"crwdns57213:0crwdne57213:0",
+ "a_pistol":"crwdns57214:0crwdne57214:0",
+ "a_teammate":"crwdns57215:0crwdne57215:0",
+ "ability_description":"crwdns57216:0crwdne57216:0",
+ "ability_name":"crwdns57217:0crwdne57217:0",
+ "add_abilities":"crwdns57218:0crwdne57218:0",
+ "add_friends_contacts":"crwdns57219:0crwdne57219:0",
+ "add_type":"crwdns57220:0crwdne57220:0",
+ "adepts":"crwdns57221:0crwdne57221:0",
+ "alcahest":"crwdns57222:0crwdne57222:0",
+ "alchemicals":"crwdns57223:0crwdne57223:0",
+ "alias":"crwdns57224:0crwdne57224:0",
+ "an_unusual_weapon":"crwdns57225:0crwdne57225:0",
+ "an_upgrade":"crwdns57226:0crwdne57226:0",
+ "arcane_implements":"crwdns57227:0crwdne57227:0",
+ "armor":"crwdns57228:0crwdne57228:0",
+ "assassins":"crwdns57229:0crwdne57229:0",
+ "assault:":"crwdns57230:0crwdne57230:0",
+ "assist":"crwdns57231:0crwdne57231:0",
+ "attune":"crwdns57232:0crwdne57232:0",
+ "background":"crwdns57233:0crwdne57233:0",
+ "bandolier":"crwdns57234:0crwdne57234:0",
+ "bestial:":"crwdns57235:0crwdne57235:0",
+ "binding_oil":"crwdns57236:0crwdne57236:0",
+ "boat":"crwdns57237:0crwdne57237:0",
+ "boat_carriage_other":"crwdns57238:0crwdne57238:0",
+ "bold":"crwdns57239:0crwdne57239:0",
+ "bolster":"crwdns57240:0crwdne57240:0",
+ "bonus_die":"crwdns57241:0crwdne57241:0",
+ "bonusdice":"crwdns57242:0crwdne57242:0",
+ "bound:":"crwdns57243:0crwdne57243:0",
+ "bravos":"crwdns57244:0crwdne57244:0",
+ "broken":"crwdns57245:0crwdne57245:0",
+ "burglary_gear":"crwdns57246:0crwdne57246:0",
+ "carriage":"crwdns57247:0crwdne57247:0",
+ "chaotic":"crwdns57248:0crwdne57248:0",
+ "character_mode":"crwdns57249:0crwdne57249:0",
+ "claim_above_the_law":"crwdns57250:0crwdne57250:0",
+ "claim_above_the_law_description":"crwdns57251:0crwdne57251:0",
+ "claim_ancient_altar":"crwdns57252:0crwdne57252:0",
+ "claim_ancient_altar_description":"crwdns57253:0crwdne57253:0",
+ "claim_ancient_gate":"crwdns57254:0crwdne57254:0",
+ "claim_ancient_gate_description":"crwdns57255:0crwdne57255:0",
+ "claim_ancient_obelisk":"crwdns57256:0crwdne57256:0",
+ "claim_ancient_obelisk_description":"crwdns57257:0crwdne57257:0",
+ "claim_ancient_tower":"crwdns57258:0crwdne57258:0",
+ "claim_ancient_tower_description":"crwdns57259:0crwdne57259:0",
+ "claim_barracks":"crwdns57260:0crwdne57260:0",
+ "claim_barracks_description":"crwdns57261:0crwdne57261:0",
+ "claim_bluecoat_confederates":"crwdns57262:0crwdne57262:0",
+ "claim_bluecoat_confederates_description":"crwdns57263:0crwdne57263:0",
+ "claim_bluecoat_confidants":"crwdns57264:0crwdne57264:0",
+ "claim_bluecoat_confidants_description":"crwdns57265:0crwdne57265:0",
+ "claim_bluecoat_intimidation":"crwdns57266:0crwdne57266:0",
+ "claim_bluecoat_intimidation_description":"crwdns57267:0crwdne57267:0",
+ "claim_catacombs":"crwdns57268:0crwdne57268:0",
+ "claim_catacombs_description":"crwdns57269:0crwdne57269:0",
+ "claim_city_records":"crwdns57270:0crwdne57270:0",
+ "claim_city_records_description":"crwdns57271:0crwdne57271:0",
+ "claim_cloister":"crwdns57272:0crwdne57272:0",
+ "claim_cloister_description":"crwdns57273:0crwdne57273:0",
+ "claim_cover_identities":"crwdns57274:0crwdne57274:0",
+ "claim_cover_identities_description":"crwdns57275:0crwdne57275:0",
+ "claim_cover_operation":"crwdns57276:0crwdne57276:0",
+ "claim_cover_operation_description":"crwdns57277:0crwdne57277:0",
+ "claim_covert_drops":"crwdns57278:0crwdne57278:0",
+ "claim_covert_drops_description":"crwdns57279:0crwdne57279:0",
+ "claim_defiant_citizens":"crwdns57280:0crwdne57280:0",
+ "claim_defiant_citizens_description":"crwdns57281:0crwdne57281:0",
+ "claim_doskvol's_most_wanted":"crwdns57282:0crwdne57282:0",
+ "claim_doskvol's_most_wanted_description":"crwdns57283:0crwdne57283:0",
+ "claim_drug_den":"crwdns57284:0crwdne57284:0",
+ "claim_drug_den_description":"crwdns57285:0crwdne57285:0",
+ "claim_envoy":"crwdns57286:0crwdne57286:0",
+ "claim_envoy_description":"crwdns57287:0crwdne57287:0",
+ "claim_fierce_allies":"crwdns57288:0crwdne57288:0",
+ "claim_fierce_allies_description":"crwdns57289:0crwdne57289:0",
+ "claim_fighting_pits":"crwdns57290:0crwdne57290:0",
+ "claim_fighting_pits_description":"crwdns57291:0crwdne57291:0",
+ "claim_fixer":"crwdns57292:0crwdne57292:0",
+ "claim_fixer_description":"crwdns57293:0crwdne57293:0",
+ "claim_fleet":"crwdns57294:0crwdne57294:0",
+ "claim_fleet_description":"crwdns57295:0crwdne57295:0",
+ "claim_foreign_market":"crwdns57296:0crwdne57296:0",
+ "claim_foreign_market_description":"crwdns57297:0crwdne57297:0",
+ "claim_gambling_den":"crwdns57298:0crwdne57298:0",
+ "claim_gambling_den_description":"crwdns57299:0crwdne57299:0",
+ "claim_hagfish_farm":"crwdns57300:0crwdne57300:0",
+ "claim_hagfish_farm_description":"crwdns57301:0crwdne57301:0",
+ "claim_hidden_paths":"crwdns57302:0crwdne57302:0",
+ "claim_hidden_paths_description":"crwdns57303:0crwdne57303:0",
+ "claim_infirmary":"crwdns57304:0crwdne57304:0",
+ "claim_infirmary_description":"crwdns57305:0crwdne57305:0",
+ "claim_informants":"crwdns57306:0crwdne57306:0",
+ "claim_informants_description":"crwdns57307:0crwdne57307:0",
+ "claim_interrogation_chamber":"crwdns57308:0crwdne57308:0",
+ "claim_interrogation_chamber_description":"crwdns57309:0crwdne57309:0",
+ "claim_local_graft":"crwdns57310:0crwdne57310:0",
+ "claim_local_graft_description":"crwdns57311:0crwdne57311:0",
+ "claim_local_heroes":"crwdns57312:0crwdne57312:0",
+ "claim_local_heroes_description":"crwdns57313:0crwdne57313:0",
+ "claim_lookouts":"crwdns57314:0crwdne57314:0",
+ "claim_lookouts_description":"crwdns57315:0crwdne57315:0",
+ "claim_loyal_fence":"crwdns57316:0crwdne57316:0",
+ "claim_loyal_fence_description":"crwdns57317:0crwdne57317:0",
+ "claim_luxury_fence":"crwdns57318:0crwdne57318:0",
+ "claim_luxury_fence_description":"crwdns57319:0crwdne57319:0",
+ "claim_luxury_venue":"crwdns57320:0crwdne57320:0",
+ "claim_luxury_venue_description":"crwdns57321:0crwdne57321:0",
+ "claim_offertory":"crwdns57322:0crwdne57322:0",
+ "claim_offertory_description":"crwdns57323:0crwdne57323:0",
+ "claim_personal_clothier":"crwdns57324:0crwdne57324:0",
+ "claim_personal_clothier_description":"crwdns57325:0crwdne57325:0",
+ "claim_protection_racket":"crwdns57326:0crwdne57326:0",
+ "claim_protection_racket_description":"crwdns57327:0crwdne57327:0",
+ "claim_publicity":"crwdns57328:0crwdne57328:0",
+ "claim_publicity_description":"crwdns57329:0crwdne57329:0",
+ "claim_sacred_nexus":"crwdns57330:0crwdne57330:0",
+ "claim_sacred_nexus_description":"crwdns57331:0crwdne57331:0",
+ "claim_sanctuary":"crwdns57332:0crwdne57332:0",
+ "claim_sanctuary_description":"crwdns57333:0crwdne57333:0",
+ "claim_secret_pathways":"crwdns57334:0crwdne57334:0",
+ "claim_secret_pathways_description":"crwdns57335:0crwdne57335:0",
+ "claim_secret_routes":"crwdns57336:0crwdne57336:0",
+ "claim_secret_routes_description":"crwdns57337:0crwdne57337:0",
+ "claim_side_business":"crwdns57338:0crwdne57338:0",
+ "claim_side_business_description":"crwdns57339:0crwdne57339:0",
+ "claim_spirit_well":"crwdns57340:0crwdne57340:0",
+ "claim_spirit_well_description":"crwdns57341:0crwdne57341:0",
+ "claim_street_fence":"crwdns57342:0crwdne57342:0",
+ "claim_street_fence_description":"crwdns57343:0crwdne57343:0",
+ "claim_surplus_caches":"crwdns57344:0crwdne57344:0",
+ "claim_surplus_caches_description":"crwdns57345:0crwdne57345:0",
+ "claim_tavern":"crwdns57346:0crwdne57346:0",
+ "claim_tavern_description":"crwdns57347:0crwdne57347:0",
+ "claim_terrorized_citizens":"crwdns57348:0crwdne57348:0",
+ "claim_terrorized_citizens_description":"crwdns57349:0crwdne57349:0",
+ "claim_the_hookup":"crwdns57350:0crwdne57350:0",
+ "claim_the_hookup_description":"crwdns57351:0crwdne57351:0",
+ "claim_training_rooms":"crwdns57352:0crwdne57352:0",
+ "claim_training_rooms_description":"crwdns57353:0crwdne57353:0",
+ "claim_turf":"crwdns57354:0crwdne57354:0",
+ "claim_vice_den":"crwdns57355:0crwdne57355:0",
+ "claim_vice_den_description":"crwdns57356:0crwdne57356:0",
+ "claim_victim_trophies":"crwdns57357:0crwdne57357:0",
+ "claim_victim_trophies_description":"crwdns57358:0crwdne57358:0",
+ "claim_warehouse":"crwdns57359:0crwdne57359:0",
+ "claim_warehouse_description":"crwdns57360:0crwdne57360:0",
+ "claim_warehouses":"crwdns57361:0crwdne57361:0",
+ "claim_warehouses_description":"crwdns57362:0crwdne57362:0",
+ "clanking":"crwdns57363:0crwdne57363:0",
+ "climbing_gear":"crwdns57364:0crwdne57364:0",
+ "clock_name":"crwdns57365:0crwdne57365:0",
+ "clocks":"crwdns57366:0crwdne57366:0",
+ "cohort":"crwdns57367:0crwdne57367:0",
+ "cohorts":"crwdns57368:0crwdne57368:0",
+ "cohort_quality":"crwdns57369:0crwdne57369:0",
+ "coin":"crwdns57370:0crwdne57370:0",
+ "cold":"crwdns57371:0crwdne57371:0",
+ "command":"crwdns57372:0crwdne57372:0",
+ "consort":"crwdns57373:0crwdne57373:0",
+ "contact_name":"crwdns57374:0crwdne57374:0",
+ "contacts":"crwdns57375:0crwdne57375:0",
+ "crew":"crwdns57376:0crwdne57376:0",
+ "crew_ability_accord":"crwdns57377:0crwdne57377:0",
+ "crew_ability_accord_description":"crwdns57378:0crwdne57378:0",
+ "crew_ability_all_hands":"crwdns57379:0crwdne57379:0",
+ "crew_ability_all_hands_description":"crwdns57380:0crwdne57380:0",
+ "crew_ability_anointed":"crwdns57381:0crwdne57381:0",
+ "crew_ability_anointed_description":"crwdns57382:0crwdne57382:0",
+ "crew_ability_as_good_as_your_word":"crwdns57383:0crwdne57383:0",
+ "crew_ability_as_good_as_your_word_description":"crwdns57384:0crwdne57384:0",
+ "crew_ability_avengers":"crwdns57385:0crwdne57385:0",
+ "crew_ability_avengers_description":"crwdns57386:0crwdne57386:0",
+ "crew_ability_blood_brothers":"crwdns57387:0crwdne57387:0",
+ "crew_ability_blood_brothers_description":"crwdns57388:0crwdne57388:0",
+ "crew_ability_bound_in_darkness":"crwdns57389:0crwdne57389:0",
+ "crew_ability_bound_in_darkness_description":"crwdns57390:0crwdne57390:0",
+ "crew_ability_chosen":"crwdns57391:0crwdne57391:0",
+ "crew_ability_chosen_description":"crwdns57392:0crwdne57392:0",
+ "crew_ability_conviction":"crwdns57393:0crwdne57393:0",
+ "crew_ability_conviction_description":"crwdns57394:0crwdne57394:0",
+ "crew_ability_crow's_veil":"crwdns57395:0crwdne57395:0",
+ "crew_ability_crow's_veil_description":"crwdns57396:0crwdne57396:0",
+ "crew_ability_dangerous":"crwdns57397:0crwdne57397:0",
+ "crew_ability_dangerous_description":"crwdns57398:0crwdne57398:0",
+ "crew_ability_deadly":"crwdns57399:0crwdne57399:0",
+ "crew_ability_deadly_description":"crwdns57400:0crwdne57400:0",
+ "crew_ability_door_kickers":"crwdns57401:0crwdne57401:0",
+ "crew_ability_door_kickers_description":"crwdns57402:0crwdne57402:0",
+ "crew_ability_emberdeath":"crwdns57403:0crwdne57403:0",
+ "crew_ability_emberdeath_description":"crwdns57404:0crwdne57404:0",
+ "crew_ability_everyone_steals":"crwdns57405:0crwdne57405:0",
+ "crew_ability_everyone_steals_description":"crwdns57406:0crwdne57406:0",
+ "crew_ability_favors":"crwdns57407:0crwdne57407:0",
+ "crew_ability_favors_description":"crwdns57408:0crwdne57408:0",
+ "crew_ability_fiends":"crwdns57409:0crwdne57409:0",
+ "crew_ability_fiends_description":"crwdns57410:0crwdne57410:0",
+ "crew_ability_forged_in_the_fire":"crwdns57411:0crwdne57411:0",
+ "crew_ability_forged_in_the_fire_description":"crwdns57412:0crwdne57412:0",
+ "crew_ability_ghost_echoes":"crwdns57413:0crwdne57413:0",
+ "crew_ability_ghost_echoes_description":"crwdns57414:0crwdne57414:0",
+ "crew_ability_ghost_market":"crwdns57415:0crwdne57415:0",
+ "crew_ability_ghost_market_description":"crwdns57416:0crwdne57416:0",
+ "crew_ability_ghost_passage":"crwdns57417:0crwdne57417:0",
+ "crew_ability_ghost_passage_description":"crwdns57418:0crwdne57418:0",
+ "crew_ability_glory_incarnate":"crwdns57419:0crwdne57419:0",
+ "crew_ability_glory_incarnate_description":"crwdns57420:0crwdne57420:0",
+ "crew_ability_high_society":"crwdns57421:0crwdne57421:0",
+ "crew_ability_high_society_description":"crwdns57422:0crwdne57422:0",
+ "crew_ability_hooked":"crwdns57423:0crwdne57423:0",
+ "crew_ability_hooked_description":"crwdns57424:0crwdne57424:0",
+ "crew_ability_just_passing_through":"crwdns57425:0crwdne57425:0",
+ "crew_ability_just_passing_through_description":"crwdns57426:0crwdne57426:0",
+ "crew_ability_leverage":"crwdns57427:0crwdne57427:0",
+ "crew_ability_leverage_description":"crwdns57428:0crwdne57428:0",
+ "crew_ability_like_part_of_the_family":"crwdns57429:0crwdne57429:0",
+ "crew_ability_like_part_of_the_family_description":"crwdns57430:0crwdne57430:0",
+ "crew_ability_misdirection":"crwdns57431:0crwdne57431:0",
+ "crew_ability_misdirection_description":"crwdns57432:0crwdne57432:0",
+ "crew_ability_moral_compass":"crwdns57433:0crwdne57433:0",
+ "crew_ability_moral_compass_description":"crwdns57434:0crwdne57434:0",
+ "crew_ability_no_traces":"crwdns57435:0crwdne57435:0",
+ "crew_ability_no_traces_description":"crwdns57436:0crwdne57436:0",
+ "crew_ability_pack_rats":"crwdns57437:0crwdne57437:0",
+ "crew_ability_pack_rats_description":"crwdns57438:0crwdne57438:0",
+ "crew_ability_patron":"crwdns57439:0crwdne57439:0",
+ "crew_ability_patron_description":"crwdns57440:0crwdne57440:0",
+ "crew_ability_predators":"crwdns57441:0crwdne57441:0",
+ "crew_ability_predators_description":"crwdns57442:0crwdne57442:0",
+ "crew_ability_reavers":"crwdns57443:0crwdne57443:0",
+ "crew_ability_reavers_description":"crwdns57444:0crwdne57444:0",
+ "crew_ability_renegades":"crwdns57445:0crwdne57445:0",
+ "crew_ability_renegades_description":"crwdns57446:0crwdne57446:0",
+ "crew_ability_roots":"crwdns57447:0crwdne57447:0",
+ "crew_ability_roots_description":"crwdns57448:0crwdne57448:0",
+ "crew_ability_sealed_in_blood":"crwdns57449:0crwdne57449:0",
+ "crew_ability_sealed_in_blood_description":"crwdns57450:0crwdne57450:0",
+ "crew_ability_second_story":"crwdns57451:0crwdne57451:0",
+ "crew_ability_second_story_description":"crwdns57452:0crwdne57452:0",
+ "crew_ability_silver_tongues":"crwdns57453:0crwdne57453:0",
+ "crew_ability_silver_tongues_description":"crwdns57454:0crwdne57454:0",
+ "crew_ability_slippery":"crwdns57455:0crwdne57455:0",
+ "crew_ability_slippery_description":"crwdns57456:0crwdne57456:0",
+ "crew_ability_synchronized":"crwdns57457:0crwdne57457:0",
+ "crew_ability_synchronized_description":"crwdns57458:0crwdne57458:0",
+ "crew_ability_the_good_stuff":"crwdns57459:0crwdne57459:0",
+ "crew_ability_the_good_stuff_description":"crwdns57460:0crwdne57460:0",
+ "crew_ability_thorn_in_your_side":"crwdns57461:0crwdne57461:0",
+ "crew_ability_thorn_in_your_side_description":"crwdns57462:0crwdne57462:0",
+ "crew_ability_uncanny_preparation":"crwdns57463:0crwdne57463:0",
+ "crew_ability_uncanny_preparation_description":"crwdns57464:0crwdne57464:0",
+ "crew_ability_vipers":"crwdns57465:0crwdne57465:0",
+ "crew_ability_vipers_description":"crwdns57466:0crwdne57466:0",
+ "crew_ability_war_dogs":"crwdns57467:0crwdne57467:0",
+ "crew_ability_war_dogs_description":"crwdns57468:0crwdne57468:0",
+ "crew_ability_zealotry":"crwdns57469:0crwdne57469:0",
+ "crew_ability_zealotry_description":"crwdns57470:0crwdne57470:0",
+ "crew_advancement":"crwdns57471:0crwdne57471:0",
+ "crew_assassins_contact_0":"crwdns57472:0crwdne57472:0",
+ "crew_assassins_contact_1":"crwdns57473:0crwdne57473:0",
+ "crew_assassins_contact_2":"crwdns57474:0crwdne57474:0",
+ "crew_assassins_contact_3":"crwdns57475:0crwdne57475:0",
+ "crew_assassins_contact_4":"crwdns57476:0crwdne57476:0",
+ "crew_assassins_contact_5":"crwdns57477:0crwdne57477:0",
+ "crew_assassins_description":"crwdns57478:0crwdne57478:0",
+ "crew_assassins_hunting_grounds_description":"crwdns57479:0crwdne57479:0",
+ "crew_assassins_hunting_grounds_type":"crwdns57480:0crwdne57480:0",
+ "crew_assassins_xp_condition":"crwdns57481:0crwdne57481:0",
+ "crew_bravos_contact_0":"crwdns57482:0crwdne57482:0",
+ "crew_bravos_contact_1":"crwdns57483:0crwdne57483:0",
+ "crew_bravos_contact_2":"crwdns57484:0crwdne57484:0",
+ "crew_bravos_contact_3":"crwdns57485:0crwdne57485:0",
+ "crew_bravos_contact_4":"crwdns57486:0crwdne57486:0",
+ "crew_bravos_contact_5":"crwdns57487:0crwdne57487:0",
+ "crew_bravos_description":"crwdns57488:0crwdne57488:0",
+ "crew_bravos_hunting_grounds_description":"crwdns57489:0crwdne57489:0",
+ "crew_bravos_hunting_grounds_type":"crwdns57490:0crwdne57490:0",
+ "crew_bravos_xp_condition":"crwdns57491:0crwdne57491:0",
+ "crew_cult_contact_0":"crwdns57492:0crwdne57492:0",
+ "crew_cult_contact_1":"crwdns57493:0crwdne57493:0",
+ "crew_cult_contact_2":"crwdns57494:0crwdne57494:0",
+ "crew_cult_contact_3":"crwdns57495:0crwdne57495:0",
+ "crew_cult_contact_4":"crwdns57496:0crwdne57496:0",
+ "crew_cult_contact_5":"crwdns57497:0crwdne57497:0",
+ "crew_cult_description":"crwdns57498:0crwdne57498:0",
+ "crew_cult_hunting_grounds_description":"crwdns57499:0crwdne57499:0",
+ "crew_cult_hunting_grounds_type":"crwdns57500:0crwdne57500:0",
+ "crew_cult_xp_condition":"crwdns57501:0crwdne57501:0",
+ "crew_description":"crwdns57502:0crwdne57502:0",
+ "crew_hawkers_contact_0":"crwdns57503:0crwdne57503:0",
+ "crew_hawkers_contact_1":"crwdns57504:0crwdne57504:0",
+ "crew_hawkers_contact_2":"crwdns57505:0crwdne57505:0",
+ "crew_hawkers_contact_3":"crwdns57506:0crwdne57506:0",
+ "crew_hawkers_contact_4":"crwdns57507:0crwdne57507:0",
+ "crew_hawkers_contact_5":"crwdns57508:0crwdne57508:0",
+ "crew_hawkers_description":"crwdns57509:0crwdne57509:0",
+ "crew_hawkers_hunting_grounds_description":"crwdns57510:0crwdne57510:0",
+ "crew_hawkers_hunting_grounds_type":"crwdns57511:0crwdne57511:0",
+ "crew_hawkers_xp_condition":"crwdns57512:0crwdne57512:0",
+ "crew_mode":"crwdns57513:0crwdne57513:0",
+ "crew_shadows_contact_0":"crwdns57514:0crwdne57514:0",
+ "crew_shadows_contact_1":"crwdns57515:0crwdne57515:0",
+ "crew_shadows_contact_2":"crwdns57516:0crwdne57516:0",
+ "crew_shadows_contact_3":"crwdns57517:0crwdne57517:0",
+ "crew_shadows_contact_4":"crwdns57518:0crwdne57518:0",
+ "crew_shadows_contact_5":"crwdns57519:0crwdne57519:0",
+ "crew_shadows_description":"crwdns57520:0crwdne57520:0",
+ "crew_shadows_hunting_grounds_description":"crwdns57521:0crwdne57521:0",
+ "crew_shadows_hunting_grounds_type":"crwdns57522:0crwdne57522:0",
+ "crew_shadows_xp_condition":"crwdns57523:0crwdne57523:0",
+ "crew_sheet":"crwdns57524:0crwdne57524:0",
+ "crew_smugglers_contact_0":"crwdns57525:0crwdne57525:0",
+ "crew_smugglers_contact_1":"crwdns57526:0crwdne57526:0",
+ "crew_smugglers_contact_2":"crwdns57527:0crwdne57527:0",
+ "crew_smugglers_contact_3":"crwdns57528:0crwdne57528:0",
+ "crew_smugglers_contact_4":"crwdns57529:0crwdne57529:0",
+ "crew_smugglers_contact_5":"crwdns57530:0crwdne57530:0",
+ "crew_smugglers_description":"crwdns57531:0crwdne57531:0",
+ "crew_smugglers_hunting_grounds_description":"crwdns57532:0crwdne57532:0",
+ "crew_smugglers_hunting_grounds_type":"crwdns57533:0crwdne57533:0",
+ "crew_smugglers_xp_condition":"crwdns57534:0crwdne57534:0",
+ "crew_tier":"crwdns57535:0crwdne57535:0",
+ "crew_upgrade_assassin_rigging":"crwdns57536:0crwdne57536:0",
+ "crew_upgrade_barge":"crwdns57537:0crwdne57537:0",
+ "crew_upgrade_bravos_rigging":"crwdns57538:0crwdne57538:0",
+ "crew_upgrade_camouflage":"crwdns57539:0crwdne57539:0",
+ "crew_upgrade_composed":"crwdns57540:0crwdne57540:0",
+ "crew_upgrade_cult_rigging":"crwdns57541:0crwdne57541:0",
+ "crew_upgrade_elite_adepts":"crwdns57542:0crwdne57542:0",
+ "crew_upgrade_elite_rooks":"crwdns57543:0crwdne57543:0",
+ "crew_upgrade_elite_rovers":"crwdns57544:0crwdne57544:0",
+ "crew_upgrade_elite_skulks":"crwdns57545:0crwdne57545:0",
+ "crew_upgrade_elite_thugs":"crwdns57546:0crwdne57546:0",
+ "crew_upgrade_hardened":"crwdns57547:0crwdne57547:0",
+ "crew_upgrade_hawker's_rigging":"crwdns57548:0crwdne57548:0",
+ "crew_upgrade_ironhook_contacts":"crwdns57549:0crwdne57549:0",
+ "crew_upgrade_irregulars":"crwdns57550:0crwdne57550:0",
+ "crew_upgrade_ordained":"crwdns57551:0crwdne57551:0",
+ "crew_upgrade_ritual_sanctum_in_lair":"crwdns57552:0crwdne57552:0",
+ "crew_upgrade_smuggler's_rigging":"crwdns57553:0crwdne57553:0",
+ "crew_upgrade_spark-craft_technology":"crwdns57554:0crwdne57554:0",
+ "crew_upgrade_steady":"crwdns57555:0crwdne57555:0",
+ "crew_upgrade_thief_rigging":"crwdns57556:0crwdne57556:0",
+ "crew_upgrade_unbroken":"crwdns57557:0crwdne57557:0",
+ "crew_upgrade_underground_maps_&_passkeys":"crwdns57558:0crwdne57558:0",
+ "crew_upgrade_vigilantes_attire":"crwdns57559:0crwdne57559:0",
+ "crew_upgrade_willing_to_fight":"crwdns57560:0crwdne57560:0",
+ "crew_upgrades":"crwdns57561:0crwdne57561:0",
+ "crew_vigilantes_contact_0":"crwdns57562:0crwdne57562:0",
+ "crew_vigilantes_contact_1":"crwdns57563:0crwdne57563:0",
+ "crew_vigilantes_contact_2":"crwdns57564:0crwdne57564:0",
+ "crew_vigilantes_contact_3":"crwdns57565:0crwdne57565:0",
+ "crew_vigilantes_contact_4":"crwdns57566:0crwdne57566:0",
+ "crew_vigilantes_contact_5":"crwdns57567:0crwdne57567:0",
+ "crew_vigilantes_description":"crwdns57568:0crwdne57568:0",
+ "crew_vigilantes_hunting_grounds_description":"crwdns57569:0crwdne57569:0",
+ "crew_vigilantes_hunting_grounds_type":"crwdns57570:0crwdne57570:0",
+ "crew_vigilantes_xp_condition":"crwdns57571:0crwdne57571:0",
+ "cult":"crwdns57572:0crwdne57572:0",
+ "cutter":"crwdns57573:0crwdne57573:0",
+ "deception:":"crwdns57574:0crwdne57574:0",
+ "deity":"crwdns57575:0crwdne57575:0",
+ "deity_features":"crwdns57576:0crwdne57576:0",
+ "demolition_tools":"crwdns57577:0crwdne57577:0",
+ "description":"crwdns57578:0crwdne57578:0",
+ "destructive":"crwdns57579:0crwdne57579:0",
+ "devils_bargain":"crwdns57580:0crwdne57580:0",
+ "documents":"crwdns57581:0crwdne57581:0",
+ "drain":"crwdns57582:0crwdne57582:0",
+ "drift_oil":"crwdns57583:0crwdne57583:0",
+ "drown_powder":"crwdns57584:0crwdne57584:0",
+ "edges":"crwdns57585:0crwdne57585:0",
+ "effect_query":"crwdns57586:0{Effect|Standard|Limited|Great|Extreme|Zero}crwdne57586:0",
+ "elite":"crwdns57587:0crwdne57587:0",
+ "entanglement":"crwdns57588:0crwdne57588:0",
+ "expert":"crwdns57589:0crwdne57589:0",
+ "express_crew":"crwdns57590:0crwdne57590:0",
+ "extra_xp_boxes":"crwdns57591:0crwdne57591:0",
+ "eyeblind_poison":"crwdns57592:0crwdne57592:0",
+ "faction_barrowcleft":"crwdns57593:0crwdne57593:0",
+ "faction_bluecoats":"crwdns57594:0crwdne57594:0",
+ "faction_brightstone":"crwdns57595:0crwdne57595:0",
+ "faction_cabbies":"crwdns57596:0crwdne57596:0",
+ "faction_charhollow":"crwdns57597:0crwdne57597:0",
+ "faction_charterhall":"crwdns57598:0crwdne57598:0",
+ "faction_city_council":"crwdns57599:0crwdne57599:0",
+ "faction_coalridge":"crwdns57600:0crwdne57600:0",
+ "faction_crow's_foot":"crwdns57601:0crwdne57601:0",
+ "faction_cyphers":"crwdns57602:0crwdne57602:0",
+ "faction_dagger_isles_consulate":"crwdns57603:0crwdne57603:0",
+ "faction_deathlands_scavengers":"crwdns57604:0crwdne57604:0",
+ "faction_dockers":"crwdns57605:0crwdne57605:0",
+ "faction_dunslough":"crwdns57606:0crwdne57606:0",
+ "faction_gondoliers":"crwdns57607:0crwdne57607:0",
+ "faction_imperial_military":"crwdns57608:0crwdne57608:0",
+ "faction_ink_rakes":"crwdns57609:0crwdne57609:0",
+ "faction_inspectors":"crwdns57610:0crwdne57610:0",
+ "faction_ironhook_prison":"crwdns57611:0crwdne57611:0",
+ "faction_iruvian_consulate":"crwdns57612:0crwdne57612:0",
+ "faction_laborers":"crwdns57613:0crwdne57613:0",
+ "faction_leviathan_hunters":"crwdns57614:0crwdne57614:0",
+ "faction_lord_scurlock":"crwdns57615:0crwdne57615:0",
+ "faction_ministry_of_preservation":"crwdns57616:0crwdne57616:0",
+ "faction_mode":"crwdns57617:0crwdne57617:0",
+ "faction_nightmarket":"crwdns57618:0crwdne57618:0",
+ "faction_notes":"crwdns57619:0crwdne57619:0",
+ "faction_rail_jacks":"crwdns57620:0crwdne57620:0",
+ "faction_sailors":"crwdns57621:0crwdne57621:0",
+ "faction_servants":"crwdns57622:0crwdne57622:0",
+ "faction_severosi_consulate":"crwdns57623:0crwdne57623:0",
+ "faction_silkshore":"crwdns57624:0crwdne57624:0",
+ "faction_six_towers":"crwdns57625:0crwdne57625:0",
+ "faction_skovlan_consulate":"crwdns57626:0crwdne57626:0",
+ "faction_skovlander_refugees":"crwdns57627:0crwdne57627:0",
+ "faction_sparkwrights":"crwdns57628:0crwdne57628:0",
+ "faction_spirit_wardens":"crwdns57629:0crwdne57629:0",
+ "faction_the_billhooks":"crwdns57630:0crwdne57630:0",
+ "faction_the_brigade":"crwdns57631:0crwdne57631:0",
+ "faction_the_church_of_ecstasy":"crwdns57632:0crwdne57632:0",
+ "faction_the_circle_of_flame":"crwdns57633:0crwdne57633:0",
+ "faction_the_crows":"crwdns57634:0crwdne57634:0",
+ "faction_the_dimmer_sisters":"crwdns57635:0crwdne57635:0",
+ "faction_the_docks":"crwdns57636:0crwdne57636:0",
+ "faction_the_foghounds":"crwdns57637:0crwdne57637:0",
+ "faction_the_forgotten_gods":"crwdns57638:0crwdne57638:0",
+ "faction_the_foundation":"crwdns57639:0crwdne57639:0",
+ "faction_the_gray_cloaks":"crwdns57640:0crwdne57640:0",
+ "faction_the_grinders":"crwdns57641:0crwdne57641:0",
+ "faction_the_hive":"crwdns57642:0crwdne57642:0",
+ "faction_the_horde":"crwdns57643:0crwdne57643:0",
+ "faction_the_lampblacks":"crwdns57644:0crwdne57644:0",
+ "faction_the_lost":"crwdns57645:0crwdne57645:0",
+ "faction_the_path_of_echoes":"crwdns57646:0crwdne57646:0",
+ "faction_the_reconciled":"crwdns57647:0crwdne57647:0",
+ "faction_the_red_sashes":"crwdns57648:0crwdne57648:0",
+ "faction_the_silver_nails":"crwdns57649:0crwdne57649:0",
+ "faction_the_unseen":"crwdns57650:0crwdne57650:0",
+ "faction_the_weeping_lady":"crwdns57651:0crwdne57651:0",
+ "faction_the_wraiths":"crwdns57652:0crwdne57652:0",
+ "faction_ulf_ironborn":"crwdns57653:0crwdne57653:0",
+ "faction_whitecrown":"crwdns57654:0crwdne57654:0",
+ "factions1":"crwdns57655:0crwdne57655:0",
+ "factions2":"crwdns57656:0crwdne57656:0",
+ "factions3":"crwdns57657:0crwdne57657:0",
+ "factions4":"crwdns57658:0crwdne57658:0",
+ "factions5":"crwdns57659:0crwdne57659:0",
+ "factions_title":"crwdns57660:0crwdne57660:0",
+ "finesse":"crwdns57661:0crwdne57661:0",
+ "fire_oil":"crwdns57662:0crwdne57662:0",
+ "fixated":"crwdns57663:0crwdne57663:0",
+ "flaws":"crwdns57664:0crwdne57664:0",
+ "flexible_width":"crwdns57665:0crwdne57665:0",
+ "forbidden:":"crwdns57666:0crwdne57666:0",
+ "fortune":"crwdns57667:0crwdne57667:0",
+ "frame":"crwdns57668:0crwdne57668:0",
+ "frame_description":"crwdns57669:0crwdne57669:0",
+ "frame_feature":"crwdns57670:0crwdne57670:0",
+ "friend_name":"crwdns57671:0crwdne57671:0",
+ "friends":"crwdns57672:0crwdne57672:0",
+ "functions":"crwdns57673:0crwdne57673:0",
+ "functions_placeholder":"crwdns57674:0crwdne57674:0",
+ "furious":"crwdns57675:0crwdne57675:0",
+ "gang":"crwdns57676:0crwdne57676:0",
+ "gang_type":"crwdns57677:0crwdne57677:0",
+ "gather_information":"crwdns57678:0crwdne57678:0",
+ "gatherinfo_are_they_telling":"crwdns57679:0crwdne57679:0",
+ "gatherinfo_how_can_I_blend":"crwdns57680:0crwdne57680:0",
+ "gatherinfo_how_can_I_discover":"crwdns57681:0[X]crwdne57681:0",
+ "gatherinfo_how_can_I_find":"crwdns57682:0[X]crwdne57682:0",
+ "gatherinfo_how_can_I_get_them":"crwdns57683:0[X]crwdne57683:0",
+ "gatherinfo_how_can_I_hurt":"crwdns57684:0crwdne57684:0",
+ "gatherinfo_reveal":"crwdns57685:0[X]crwdne57685:0",
+ "gatherinfo_what_are_they_really":"crwdns57686:0crwdne57686:0",
+ "gatherinfo_what_can_I_tinker":"crwdns57687:0crwdne57687:0",
+ "gatherinfo_what_do_they_intend":"crwdns57688:0crwdne57688:0",
+ "gatherinfo_what_do_they_really":"crwdns57689:0crwdne57689:0",
+ "gatherinfo_what_do_they_want":"crwdns57690:0crwdne57690:0",
+ "gatherinfo_what_drives_them":"crwdns57691:0crwdne57691:0",
+ "gatherinfo_what_echoes":"crwdns57692:0crwdne57692:0",
+ "gatherinfo_what_is_arcane":"crwdns57693:0crwdne57693:0",
+ "gatherinfo_what_is_hidden":"crwdns57694:0crwdne57694:0",
+ "gatherinfo_what_might_happen":"crwdns57695:0[X]crwdne57695:0",
+ "gatherinfo_what_should_I_look":"crwdns57696:0crwdne57696:0",
+ "gatherinfo_whats_going_on":"crwdns57697:0crwdne57697:0",
+ "gatherinfo_whats_the_best_way":"crwdns57698:0crwdne57698:0",
+ "gatherinfo_where_can_I_hide":"crwdns57699:0crwdne57699:0",
+ "gatherinfo_where_did_x_go":"crwdns57700:0[X]crwdne57700:0",
+ "gatherinfo_where_they_vulnerable":"crwdns57701:0crwdne57701:0",
+ "gatherinfo_wheres_the_leverage":"crwdns57702:0crwdne57702:0",
+ "gatherinfo_wheres_the_weakness":"crwdns57703:0crwdne57703:0",
+ "gatherinfo_whos_most_afraid":"crwdns57704:0crwdne57704:0",
+ "gatherinfo_whos_most_dangerous":"crwdns57705:0crwdne57705:0",
+ "gear":"crwdns57706:0crwdne57706:0",
+ "generate_factions":"crwdns57707:0crwdne57707:0",
+ "ghost":"crwdns57708:0crwdne57708:0",
+ "ghost_viceblurb":"crwdns57709:0crwdne57709:0",
+ "gloom":"crwdns57710:0crwdne57710:0",
+ "grenade":"crwdns57711:0crwdne57711:0",
+ "group_action":"crwdns57712:0crwdne57712:0",
+ "harm":"crwdns57713:0crwdne57713:0",
+ "haunted":"crwdns57714:0crwdne57714:0",
+ "hawkers":"crwdns57715:0crwdne57715:0",
+ "heat":"crwdns57716:0crwdne57716:0",
+ "heavy":"crwdns57717:0crwdne57717:0",
+ "heritage":"crwdns57718:0crwdne57718:0",
+ "hidden":"crwdns57719:0crwdne57719:0",
+ "hold":"crwdns57720:0crwdne57720:0",
+ "hound":"crwdns57721:0crwdne57721:0",
+ "how_many_boxes":"crwdns57722:0crwdne57722:0",
+ "how_much_load":"crwdns57723:0crwdne57723:0",
+ "hull":"crwdns57724:0crwdne57724:0",
+ "hull_viceblurb":"crwdns57725:0crwdne57725:0",
+ "hunt":"crwdns57726:0crwdne57726:0",
+ "hunting_grounds:":"crwdns57727:0crwdne57727:0",
+ "hunting_grounds_description":"crwdns57728:0crwdne57728:0",
+ "impaired":"crwdns57729:0crwdne57729:0",
+ "implements":"crwdns57730:0crwdne57730:0",
+ "indulge_vice":"crwdns57731:0crwdne57731:0",
+ "insight":"crwdns57732:0crwdne57732:0",
+ "italics_dont_count":"crwdns57733:0crwdne57733:0",
+ "item_name":"crwdns57734:0crwdne57734:0",
+ "items":"crwdns57735:0crwdne57735:0",
+ "lair":"crwdns57736:0crwdne57736:0",
+ "lantern":"crwdns57737:0crwdne57737:0",
+ "lead_a":"crwdns57738:0crwdne57738:0",
+ "leaking":"crwdns57739:0crwdne57739:0",
+ "leech":"crwdns57740:0crwdne57740:0",
+ "less_effect":"crwdns57741:0crwdne57741:0",
+ "light":"crwdns57742:0crwdne57742:0",
+ "load":"crwdns57743:0crwdne57743:0",
+ "load:":"crwdns57744:0crwdne57744:0",
+ "look":"crwdns57745:0crwdne57745:0",
+ "lurk":"crwdns57746:0crwdne57746:0",
+ "mark_xp:":"crwdns57747:0crwdne57747:0",
+ "mastery":"crwdns57748:0crwdne57748:0",
+ "minus1d":"crwdns57749:0crwdne57749:0",
+ "name":"crwdns57750:0crwdne57750:0",
+ "need_help":"crwdns57751:0crwdne57751:0",
+ "new_cohort":"crwdns57752:0crwdne57752:0",
+ "normal":"crwdns57753:0crwdne57753:0",
+ "notes":"crwdns57754:0crwdne57754:0",
+ "number_stress_boxes":"crwdns57755:0crwdne57755:0",
+ "numberofdice":"crwdns57756:0crwdne57756:0",
+ "obsessed":"crwdns57757:0crwdne57757:0",
+ "obsessive":"crwdns57758:0crwdne57758:0",
+ "occult:":"crwdns57759:0crwdne57759:0",
+ "ok":"crwdns57760:0crwdne57760:0",
+ "origin":"crwdns57761:0crwdne57761:0",
+ "paranoid":"crwdns57762:0crwdne57762:0",
+ "personal":"crwdns57763:0crwdne57763:0",
+ "plan_assault":"crwdns57764:0crwdne57764:0",
+ "plan_deception":"crwdns57765:0crwdne57765:0",
+ "plan_occult":"crwdns57766:0crwdne57766:0",
+ "plan_social":"crwdns57767:0crwdne57767:0",
+ "plan_stealth":"crwdns57768:0crwdne57768:0",
+ "plan_transport":"crwdns57769:0crwdne57769:0",
+ "planning_load":"crwdns57770:0crwdne57770:0",
+ "planningdesc_1":"crwdns57771:0crwdne57771:0",
+ "planningdesc_2":"crwdns57772:0crwdne57772:0",
+ "planningdesc_3":"crwdns57773:0crwdne57773:0",
+ "planningdesc_4":"crwdns57774:0crwdne57774:0",
+ "playbook":"crwdns57775:0crwdne57775:0",
+ "playbook_ability_a_little_something_on_the_side":"crwdns57776:0crwdne57776:0",
+ "playbook_ability_a_little_something_on_the_side_description":"crwdns57777:0crwdne57777:0",
+ "playbook_ability_a_void_in_the_echo":"crwdns57778:0crwdne57778:0",
+ "playbook_ability_a_void_in_the_echo_description":"crwdns57779:0crwdne57779:0",
+ "playbook_ability_alchemist":"crwdns57780:0crwdne57780:0",
+ "playbook_ability_alchemist_description":"crwdns57781:0crwdne57781:0",
+ "playbook_ability_ambush":"crwdns57782:0crwdne57782:0",
+ "playbook_ability_ambush_description":"crwdns57783:0crwdne57783:0",
+ "playbook_ability_analyst":"crwdns57784:0crwdne57784:0",
+ "playbook_ability_analyst_description":"crwdns57785:0crwdne57785:0",
+ "playbook_ability_arcane_sight":"crwdns57786:0crwdne57786:0",
+ "playbook_ability_arcane_sight_description":"crwdns57787:0crwdne57787:0",
+ "playbook_ability_artificer":"crwdns57788:0crwdne57788:0",
+ "playbook_ability_artificer_description":"crwdns57789:0crwdne57789:0",
+ "playbook_ability_automaton":"crwdns57790:0crwdne57790:0",
+ "playbook_ability_automaton_description":"crwdns57791:0crwdne57791:0",
+ "playbook_ability_battleborn":"crwdns57792:0crwdne57792:0",
+ "playbook_ability_battleborn_description":"crwdns57793:0crwdne57793:0",
+ "playbook_ability_bodyguard":"crwdns57794:0crwdne57794:0",
+ "playbook_ability_bodyguard_description":"crwdns57795:0crwdne57795:0",
+ "playbook_ability_calculating":"crwdns57796:0crwdne57796:0",
+ "playbook_ability_calculating_description":"crwdns57797:0crwdne57797:0",
+ "playbook_ability_cloak_&_dagger":"crwdns57798:0crwdne57798:0",
+ "playbook_ability_cloak_&_dagger_description":"crwdns57799:0crwdne57799:0",
+ "playbook_ability_compartments":"crwdns57800:0crwdne57800:0",
+ "playbook_ability_compartments_description":"crwdns57801:0crwdne57801:0",
+ "playbook_ability_compel":"crwdns57802:0crwdne57802:0",
+ "playbook_ability_compel_description":"crwdns57803:0crwdne57803:0",
+ "playbook_ability_connected":"crwdns57804:0crwdne57804:0",
+ "playbook_ability_connected_description":"crwdns57805:0crwdne57805:0",
+ "playbook_ability_daredevil":"crwdns57806:0crwdne57806:0",
+ "playbook_ability_daredevil_description":"crwdns57807:0crwdne57807:0",
+ "playbook_ability_dark_talent":"crwdns57808:0crwdne57808:0",
+ "playbook_ability_dark_talent_description":"crwdns57809:0crwdne57809:0",
+ "playbook_ability_dissipate":"crwdns57810:0crwdne57810:0",
+ "playbook_ability_dissipate_description":"crwdns57811:0crwdne57811:0",
+ "playbook_ability_electroplasmic_projectors":"crwdns57812:0crwdne57812:0",
+ "playbook_ability_electroplasmic_projectors_description":"crwdns57813:0crwdne57813:0",
+ "playbook_ability_expertise":"crwdns57814:0crwdne57814:0",
+ "playbook_ability_expertise_description":"crwdns57815:0crwdne57815:0",
+ "playbook_ability_focused":"crwdns57816:0crwdne57816:0",
+ "playbook_ability_focused_description":"crwdns57817:0crwdne57817:0",
+ "playbook_ability_foresight":"crwdns57818:0crwdne57818:0",
+ "playbook_ability_foresight_description":"crwdns57819:0crwdne57819:0",
+ "playbook_ability_fortitude":"crwdns57820:0crwdne57820:0",
+ "playbook_ability_fortitude_description":"crwdns57821:0crwdne57821:0",
+ "playbook_ability_frame_upgrade":"crwdns57822:0crwdne57822:0",
+ "playbook_ability_frame_upgrade_description":"crwdns57823:0crwdne57823:0",
+ "playbook_ability_functioning_vice":"crwdns57824:0crwdne57824:0",
+ "playbook_ability_functioning_vice_description":"crwdns57825:0crwdne57825:0",
+ "playbook_ability_ghost_contract":"crwdns57826:0crwdne57826:0",
+ "playbook_ability_ghost_contract_description":"crwdns57827:0crwdne57827:0",
+ "playbook_ability_ghost_fighter":"crwdns57828:0crwdne57828:0",
+ "playbook_ability_ghost_fighter_description":"crwdns57829:0crwdne57829:0",
+ "playbook_ability_ghost_form":"crwdns57830:0crwdne57830:0",
+ "playbook_ability_ghost_form_description":"crwdns57831:0crwdne57831:0",
+ "playbook_ability_ghost_hunter":"crwdns57832:0crwdne57832:0",
+ "playbook_ability_ghost_hunter_description":"crwdns57833:0crwdne57833:0",
+ "playbook_ability_ghost_mind":"crwdns57834:0crwdne57834:0",
+ "playbook_ability_ghost_mind_description":"crwdns57835:0crwdne57835:0",
+ "playbook_ability_ghost_veil":"crwdns57836:0crwdne57836:0",
+ "playbook_ability_ghost_veil_description":"crwdns57837:0crwdne57837:0",
+ "playbook_ability_ghost_voice":"crwdns57838:0crwdne57838:0",
+ "playbook_ability_ghost_voice_description":"crwdns57839:0crwdne57839:0",
+ "playbook_ability_ghost_ward":"crwdns57840:0crwdne57840:0",
+ "playbook_ability_ghost_ward_description":"crwdns57841:0crwdne57841:0",
+ "playbook_ability_infiltrator":"crwdns57842:0crwdne57842:0",
+ "playbook_ability_infiltrator_description":"crwdns57843:0crwdne57843:0",
+ "playbook_ability_interface":"crwdns57844:0crwdne57844:0",
+ "playbook_ability_interface_description":"crwdns57845:0crwdne57845:0",
+ "playbook_ability_iron_will":"crwdns57846:0crwdne57846:0",
+ "playbook_ability_iron_will_description":"crwdns57847:0crwdne57847:0",
+ "playbook_ability_jail_bird":"crwdns57848:0crwdne57848:0",
+ "playbook_ability_jail_bird_description":"crwdns57849:0crwdne57849:0",
+ "playbook_ability_leader":"crwdns57850:0crwdne57850:0",
+ "playbook_ability_leader_description":"crwdns57851:0crwdne57851:0",
+ "playbook_ability_like_looking_into_a_mirror":"crwdns57852:0crwdne57852:0",
+ "playbook_ability_like_looking_into_a_mirror_description":"crwdns57853:0crwdne57853:0",
+ "playbook_ability_manifest":"crwdns57854:0crwdne57854:0",
+ "playbook_ability_manifest_description":"crwdns57855:0crwdne57855:0",
+ "playbook_ability_mastermind":"crwdns57856:0crwdne57856:0",
+ "playbook_ability_mastermind_description":"crwdns57857:0crwdne57857:0",
+ "playbook_ability_mesmerism":"crwdns57858:0crwdne57858:0",
+ "playbook_ability_mesmerism_description":"crwdns57859:0crwdne57859:0",
+ "playbook_ability_mule":"crwdns57860:0crwdne57860:0",
+ "playbook_ability_mule_description":"crwdns57861:0crwdne57861:0",
+ "playbook_ability_not_to_be_trifled_with":"crwdns57862:0crwdne57862:0",
+ "playbook_ability_not_to_be_trifled_with_description":"crwdns57863:0crwdne57863:0",
+ "playbook_ability_occultist":"crwdns57864:0crwdne57864:0",
+ "playbook_ability_occultist_description":"crwdns57865:0crwdne57865:0",
+ "playbook_ability_overcharge":"crwdns57866:0crwdne57866:0",
+ "playbook_ability_overcharge_description":"crwdns57867:0crwdne57867:0",
+ "playbook_ability_physicker":"crwdns57868:0crwdne57868:0",
+ "playbook_ability_physicker_description":"crwdns57869:0crwdne57869:0",
+ "playbook_ability_poltergeist":"crwdns57870:0crwdne57870:0",
+ "playbook_ability_poltergeist_description":"crwdns57871:0crwdne57871:0",
+ "playbook_ability_possess":"crwdns57872:0crwdne57872:0",
+ "playbook_ability_possess_description":"crwdns57873:0crwdne57873:0",
+ "playbook_ability_reflexes":"crwdns57874:0crwdne57874:0",
+ "playbook_ability_reflexes_description":"crwdns57875:0crwdne57875:0",
+ "playbook_ability_ritual":"crwdns57876:0crwdne57876:0",
+ "playbook_ability_ritual_description":"crwdns57877:0crwdne57877:0",
+ "playbook_ability_rook's_gambit":"crwdns57878:0crwdne57878:0",
+ "playbook_ability_rook's_gambit_description":"crwdns57879:0crwdne57879:0",
+ "playbook_ability_saboteur":"crwdns57880:0crwdne57880:0",
+ "playbook_ability_saboteur_description":"crwdns57881:0crwdne57881:0",
+ "playbook_ability_savage":"crwdns57882:0crwdne57882:0",
+ "playbook_ability_savage_description":"crwdns57883:0crwdne57883:0",
+ "playbook_ability_scout":"crwdns57884:0crwdne57884:0",
+ "playbook_ability_scout_description":"crwdns57885:0crwdne57885:0",
+ "playbook_ability_secondary_hull":"crwdns57886:0crwdne57886:0",
+ "playbook_ability_secondary_hull_description":"crwdns57887:0crwdne57887:0",
+ "playbook_ability_shadow":"crwdns57888:0crwdne57888:0",
+ "playbook_ability_shadow_description":"crwdns57889:0crwdne57889:0",
+ "playbook_ability_sharpshooter":"crwdns57890:0crwdne57890:0",
+ "playbook_ability_sharpshooter_description":"crwdns57891:0crwdne57891:0",
+ "playbook_ability_sinister_guile":"crwdns57892:0crwdne57892:0",
+ "playbook_ability_sinister_guile_description":"crwdns57893:0crwdne57893:0",
+ "playbook_ability_strange_methods":"crwdns57894:0crwdne57894:0",
+ "playbook_ability_strange_methods_description":"crwdns57895:0crwdne57895:0",
+ "playbook_ability_subterfuge":"crwdns57896:0crwdne57896:0",
+ "playbook_ability_subterfuge_description":"crwdns57897:0crwdne57897:0",
+ "playbook_ability_survivor":"crwdns57898:0crwdne57898:0",
+ "playbook_ability_survivor_description":"crwdns57899:0crwdne57899:0",
+ "playbook_ability_tempest":"crwdns57900:0crwdne57900:0",
+ "playbook_ability_tempest_description":"crwdns57901:0crwdne57901:0",
+ "playbook_ability_terrible_power":"crwdns57902:0crwdne57902:0",
+ "playbook_ability_terrible_power_description":"crwdns57903:0crwdne57903:0",
+ "playbook_ability_the_devil's_footsteps":"crwdns57904:0crwdne57904:0",
+ "playbook_ability_the_devil's_footsteps_description":"crwdns57905:0crwdne57905:0",
+ "playbook_ability_tough_as_nails":"crwdns57906:0crwdne57906:0",
+ "playbook_ability_tough_as_nails_description":"crwdns57907:0crwdne57907:0",
+ "playbook_ability_trust_in_me":"crwdns57908:0crwdne57908:0",
+ "playbook_ability_trust_in_me_description":"crwdns57909:0crwdne57909:0",
+ "playbook_ability_undead":"crwdns57910:0crwdne57910:0",
+ "playbook_ability_undead_description":"crwdns57911:0crwdne57911:0",
+ "playbook_ability_vengeful":"crwdns57912:0crwdne57912:0",
+ "playbook_ability_vengeful_description":"crwdns57913:0crwdne57913:0",
+ "playbook_ability_venomous":"crwdns57914:0crwdne57914:0",
+ "playbook_ability_venomous_description":"crwdns57915:0crwdne57915:0",
+ "playbook_ability_vigorous":"crwdns57916:0crwdne57916:0",
+ "playbook_ability_vigorous_description":"crwdns57917:0crwdne57917:0",
+ "playbook_ability_warded":"crwdns57918:0crwdne57918:0",
+ "playbook_ability_warded_description":"crwdns57919:0crwdne57919:0",
+ "playbook_ability_weaving_the_web":"crwdns57920:0crwdne57920:0",
+ "playbook_ability_weaving_the_web_description":"crwdns57921:0crwdne57921:0",
+ "playbook_advancement":"crwdns57922:0crwdne57922:0",
+ "playbook_cutter_description":"crwdns57923:0crwdne57923:0",
+ "playbook_cutter_friend_0":"crwdns57924:0crwdne57924:0",
+ "playbook_cutter_friend_1":"crwdns57925:0crwdne57925:0",
+ "playbook_cutter_friend_2":"crwdns57926:0crwdne57926:0",
+ "playbook_cutter_friend_3":"crwdns57927:0crwdne57927:0",
+ "playbook_cutter_friend_4":"crwdns57928:0crwdne57928:0",
+ "playbook_cutter_friends_title":"crwdns57929:0crwdne57929:0",
+ "playbook_cutter_xp_condition":"crwdns57930:0crwdne57930:0",
+ "playbook_description":"crwdns57931:0crwdne57931:0",
+ "playbook_ghost_description":"crwdns57932:0crwdne57932:0",
+ "playbook_ghost_friends_title":"crwdns57933:0crwdne57933:0",
+ "playbook_ghost_xp_condition":"crwdns57934:0crwdne57934:0",
+ "playbook_ghost_xp_condition2":"crwdns57935:0crwdne57935:0",
+ "playbook_ghost_xp_condition3":"crwdns57936:0crwdne57936:0",
+ "playbook_hound_description":"crwdns57937:0crwdne57937:0",
+ "playbook_hound_friend_0":"crwdns57938:0crwdne57938:0",
+ "playbook_hound_friend_1":"crwdns57939:0crwdne57939:0",
+ "playbook_hound_friend_2":"crwdns57940:0crwdne57940:0",
+ "playbook_hound_friend_3":"crwdns57941:0crwdne57941:0",
+ "playbook_hound_friend_4":"crwdns57942:0crwdne57942:0",
+ "playbook_hound_friends_title":"crwdns57943:0crwdne57943:0",
+ "playbook_hound_xp_condition":"crwdns57944:0crwdne57944:0",
+ "playbook_hull_description":"crwdns57945:0crwdne57945:0",
+ "playbook_hull_xp_condition":"crwdns57946:0crwdne57946:0",
+ "playbook_hull_xp_condition2":"crwdns57947:0crwdne57947:0",
+ "playbook_hull_xp_condition3":"crwdns57948:0crwdne57948:0",
+ "playbook_item_a_cane-sword":"crwdns57949:0crwdne57949:0",
+ "playbook_item_a_trained_hunting_pet":"crwdns57950:0crwdne57950:0",
+ "playbook_item_bandolier_of_alchemicals_(3)":"crwdns57951:0crwdne57951:0",
+ "playbook_item_blowgun_&_darts,_syringes":"crwdns57952:0crwdne57952:0",
+ "playbook_item_blueprints":"crwdns57953:0crwdne57953:0",
+ "playbook_item_concealed_palm_pistol":"crwdns57954:0crwdne57954:0",
+ "playbook_item_dark-sight_goggles":"crwdns57955:0crwdne57955:0",
+ "playbook_item_demonbane_charm":"crwdns57956:0crwdne57956:0",
+ "playbook_item_electroplasm_vials":"crwdns57957:0crwdne57957:0",
+ "playbook_item_electroplasmic_ammunition":"crwdns57958:0crwdne57958:0",
+ "playbook_item_fine_bottle_of_whiskey":"crwdns57959:0crwdne57959:0",
+ "playbook_item_fine_clothes_&_jewelry":"crwdns57960:0crwdne57960:0",
+ "playbook_item_fine_clothes_and_accoutrements":"crwdns57961:0crwdne57961:0",
+ "playbook_item_fine_cover_identity":"crwdns57962:0crwdne57962:0",
+ "playbook_item_fine_disguise_kit":"crwdns57963:0crwdne57963:0",
+ "playbook_item_fine_hand_weapon":"crwdns57964:0crwdne57964:0",
+ "playbook_item_fine_heavy_weapon":"crwdns57965:0crwdne57965:0",
+ "playbook_item_fine_lightning_hook":"crwdns57966:0crwdne57966:0",
+ "playbook_item_fine_loaded_dice,_trick_cards":"crwdns57967:0crwdne57967:0",
+ "playbook_item_fine_lockpicks":"crwdns57968:0crwdne57968:0",
+ "playbook_item_fine_long_rifle":"crwdns57969:0crwdne57969:0",
+ "playbook_item_fine_pair_of_pistols":"crwdns57970:0crwdne57970:0",
+ "playbook_item_fine_personal_weapon":"crwdns57971:0crwdne57971:0",
+ "playbook_item_fine_shadow_cloak":"crwdns57972:0crwdne57972:0",
+ "playbook_item_fine_spirit_mask":"crwdns57973:0crwdne57973:0",
+ "playbook_item_fine_tinkering_tools":"crwdns57974:0crwdne57974:0",
+ "playbook_item_fine_wrecker_tools":"crwdns57975:0crwdne57975:0",
+ "playbook_item_gadget":"crwdns57976:0crwdne57976:0",
+ "playbook_item_ghost_key":"crwdns57977:0crwdne57977:0",
+ "playbook_item_light_climbing_gear":"crwdns57978:0crwdne57978:0",
+ "playbook_item_manacles_&_chain":"crwdns57979:0crwdne57979:0",
+ "playbook_item_rage_essence_vial":"crwdns57980:0crwdne57980:0",
+ "playbook_item_scary_weapon_or_tool":"crwdns57981:0crwdne57981:0",
+ "playbook_item_silence_potion_vial":"crwdns57982:0crwdne57982:0",
+ "playbook_item_spirit_bottles_(2)":"crwdns57983:0crwdne57983:0",
+ "playbook_item_spiritbane_charm":"crwdns57984:0crwdne57984:0",
+ "playbook_item_spyglass":"crwdns57985:0crwdne57985:0",
+ "playbook_item_trance_powder":"crwdns57986:0crwdne57986:0",
+ "playbook_item_vial_of_slumber_essence":"crwdns57987:0crwdne57987:0",
+ "playbook_leech_description":"crwdns57988:0crwdne57988:0",
+ "playbook_leech_friend_0":"crwdns57989:0crwdne57989:0",
+ "playbook_leech_friend_1":"crwdns57990:0crwdne57990:0",
+ "playbook_leech_friend_2":"crwdns57991:0crwdne57991:0",
+ "playbook_leech_friend_3":"crwdns57992:0crwdne57992:0",
+ "playbook_leech_friend_4":"crwdns57993:0crwdne57993:0",
+ "playbook_leech_friends_title":"crwdns57994:0crwdne57994:0",
+ "playbook_leech_xp_condition":"crwdns57995:0crwdne57995:0",
+ "playbook_lurk_description":"crwdns57996:0crwdne57996:0",
+ "playbook_lurk_friend_0":"crwdns57997:0crwdne57997:0",
+ "playbook_lurk_friend_1":"crwdns57998:0crwdne57998:0",
+ "playbook_lurk_friend_2":"crwdns57999:0crwdne57999:0",
+ "playbook_lurk_friend_3":"crwdns58000:0crwdne58000:0",
+ "playbook_lurk_friend_4":"crwdns58001:0crwdne58001:0",
+ "playbook_lurk_friends_title":"crwdns58002:0crwdne58002:0",
+ "playbook_lurk_xp_condition":"crwdns58003:0crwdne58003:0",
+ "playbook_slide_description":"crwdns58004:0crwdne58004:0",
+ "playbook_slide_friend_0":"crwdns58005:0crwdne58005:0",
+ "playbook_slide_friend_1":"crwdns58006:0crwdne58006:0",
+ "playbook_slide_friend_2":"crwdns58007:0crwdne58007:0",
+ "playbook_slide_friend_3":"crwdns58008:0crwdne58008:0",
+ "playbook_slide_friend_4":"crwdns58009:0crwdne58009:0",
+ "playbook_slide_friends_title":"crwdns58010:0crwdne58010:0",
+ "playbook_slide_xp_condition":"crwdns58011:0crwdne58011:0",
+ "playbook_spider_description":"crwdns58012:0crwdne58012:0",
+ "playbook_spider_friend_0":"crwdns58013:0crwdne58013:0",
+ "playbook_spider_friend_1":"crwdns58014:0crwdne58014:0",
+ "playbook_spider_friend_2":"crwdns58015:0crwdne58015:0",
+ "playbook_spider_friend_3":"crwdns58016:0crwdne58016:0",
+ "playbook_spider_friend_4":"crwdns58017:0crwdne58017:0",
+ "playbook_spider_friends_title":"crwdns58018:0crwdne58018:0",
+ "playbook_spider_xp_condition":"crwdns58019:0crwdne58019:0",
+ "playbook_vampire_description":"crwdns58020:0crwdne58020:0",
+ "playbook_vampire_friend_0":"crwdns58021:0crwdne58021:0",
+ "playbook_vampire_friend_1":"crwdns58022:0crwdne58022:0",
+ "playbook_vampire_friend_2":"crwdns58023:0crwdne58023:0",
+ "playbook_vampire_friend_3":"crwdns58024:0crwdne58024:0",
+ "playbook_vampire_friend_4":"crwdns58025:0crwdne58025:0",
+ "playbook_vampire_friends_title":"crwdns58026:0crwdne58026:0",
+ "playbook_vampire_xp_condition":"crwdns58027:0crwdne58027:0",
+ "playbook_vampire_xp_condition2":"crwdns58028:0crwdne58028:0",
+ "playbook_vampire_xp_condition3":"crwdns58029:0crwdne58029:0",
+ "playbook_whisper_description":"crwdns58030:0crwdne58030:0",
+ "playbook_whisper_friend_0":"crwdns58031:0crwdne58031:0",
+ "playbook_whisper_friend_1":"crwdns58032:0crwdne58032:0",
+ "playbook_whisper_friend_2":"crwdns58033:0crwdne58033:0",
+ "playbook_whisper_friend_3":"crwdns58034:0crwdne58034:0",
+ "playbook_whisper_friend_4":"crwdns58035:0crwdne58035:0",
+ "playbook_whisper_friends_title":"crwdns58036:0crwdne58036:0",
+ "playbook_whisper_xp_condition":"crwdns58037:0crwdne58037:0",
+ "position_query":"crwdns58038:0{Position|Risky|Controlled|Desperate}crwdne58038:0",
+ "progress":"crwdns58039:0crwdne58039:0",
+ "protect":"crwdns58040:0crwdne58040:0",
+ "prowess":"crwdns58041:0crwdne58041:0",
+ "prowl":"crwdns58042:0crwdne58042:0",
+ "push_yourself":"crwdns58043:0crwdne58043:0",
+ "push_yourself_desc1":"crwdns58044:0crwdne58044:0",
+ "push_yourself_desc2":"crwdns58045:0crwdne58045:0",
+ "quality":"crwdns58046:0crwdne58046:0",
+ "quarters":"crwdns58047:0crwdne58047:0",
+ "quicksilver":"crwdns58048:0crwdne58048:0",
+ "reckless":"crwdns58049:0crwdne58049:0",
+ "recovery":"crwdns58050:0crwdne58050:0",
+ "recoveryblurb":"crwdns58051:0crwdne58051:0",
+ "rep":"crwdns58052:0crwdne58052:0",
+ "repelled:":"crwdns58053:0crwdne58053:0",
+ "reputation":"crwdns58054:0crwdne58054:0",
+ "resist_instructions":"crwdns58055:0crwdne58055:0",
+ "resists_with":"crwdns58056:0crwdne58056:0",
+ "resolve":"crwdns58057:0crwdne58057:0",
+ "roll":"crwdns58058:0crwdne58058:0",
+ "roll_fortune":"crwdns58059:0crwdne58059:0",
+ "roll_their":"crwdns58060:0crwdne58060:0",
+ "rolls":"crwdns58061:0crwdne58061:0",
+ "savage":"crwdns58062:0crwdne58062:0",
+ "secure":"crwdns58063:0crwdne58063:0",
+ "set_up_a_teammate":"crwdns58064:0crwdne58064:0",
+ "shadows":"crwdns58065:0crwdne58065:0",
+ "short":"crwdns58066:0crwdne58066:0",
+ "show_deity_fields":"crwdns58067:0crwdne58067:0",
+ "show_extra_trauma_box":"crwdns58068:0crwdne58068:0",
+ "show_extra_xp_condition":"crwdns58069:0crwdne58069:0",
+ "show_frame_section":"crwdns58070:0crwdne58070:0",
+ "show_item_description":"crwdns58071:0crwdne58071:0",
+ "show_origin_field":"crwdns58072:0crwdne58072:0",
+ "show_vampire_strictures":"crwdns58073:0crwdne58073:0",
+ "size":"crwdns58074:0crwdne58074:0",
+ "skirmish":"crwdns58075:0crwdne58075:0",
+ "skullfire_poison":"crwdns58076:0crwdne58076:0",
+ "slide":"crwdns58077:0crwdne58077:0",
+ "slumber:":"crwdns58078:0crwdne58078:0",
+ "smoke_bomb":"crwdns58079:0crwdne58079:0",
+ "smoking":"crwdns58080:0crwdne58080:0",
+ "smugglers":"crwdns58081:0crwdne58081:0",
+ "social:":"crwdns58082:0crwdne58082:0",
+ "soft":"crwdns58083:0crwdne58083:0",
+ "spark_drug":"crwdns58084:0crwdne58084:0",
+ "sparking":"crwdns58085:0crwdne58085:0",
+ "special":"crwdns58086:0crwdne58086:0",
+ "special_abilities":"crwdns58087:0crwdne58087:0",
+ "spider":"crwdns58088:0crwdne58088:0",
+ "standstill_poison":"crwdns58089:0crwdne58089:0",
+ "stash":"crwdns58090:0crwdne58090:0",
+ "status":"crwdns58091:0crwdne58091:0",
+ "stealth:":"crwdns58092:0crwdne58092:0",
+ "stress":"crwdns58093:0crwdne58093:0",
+ "stress_label":"crwdns58094:0crwdne58094:0",
+ "strictures":"crwdns58095:0crwdne58095:0",
+ "strictures_bestial":"crwdns58096:0crwdne58096:0",
+ "strictures_bound":"crwdns58097:0crwdne58097:0",
+ "strictures_forbidden":"crwdns58098:0crwdne58098:0",
+ "strictures_repelled":"crwdns58099:0crwdne58099:0",
+ "strictures_slumber":"crwdns58100:0crwdne58100:0",
+ "stricturesblurb":"crwdns58101:0crwdne58101:0",
+ "strong":"crwdns58102:0crwdne58102:0",
+ "study":"crwdns58103:0crwdne58103:0",
+ "subterfuge_supplies":"crwdns58104:0crwdne58104:0",
+ "supplies":"crwdns58105:0crwdne58105:0",
+ "survey":"crwdns58106:0crwdne58106:0",
+ "sway":"crwdns58107:0crwdne58107:0",
+ "tall":"crwdns58108:0crwdne58108:0",
+ "teamwork":"crwdns58109:0crwdne58109:0",
+ "territorial":"crwdns58110:0crwdne58110:0",
+ "three_slot_upgrade":"crwdns58111:0crwdne58111:0",
+ "throwing_knives":"crwdns58112:0crwdne58112:0",
+ "thugs":"crwdns58113:0crwdne58113:0",
+ "tier":"crwdns58114:0crwdne58114:0",
+ "tinker":"crwdns58115:0crwdne58115:0",
+ "tinkering_tools":"crwdns58116:0crwdne58116:0",
+ "tools":"crwdns58117:0crwdne58117:0",
+ "training":"crwdns58118:0crwdne58118:0",
+ "trance_powder":"crwdns58119:0crwdne58119:0",
+ "transport:":"crwdns58120:0crwdne58120:0",
+ "trauma":"crwdns58121:0crwdne58121:0",
+ "trauma_label":"crwdns58122:0crwdne58122:0",
+ "traumata":"crwdns58123:0crwdne58123:0",
+ "turf":"crwdns58124:0crwdne58124:0",
+ "unstable":"crwdns58125:0crwdne58125:0",
+ "upgrade":"crwdns58126:0crwdne58126:0",
+ "upgrade_costs":"crwdns58127:0crwdne58127:0",
+ "upon_crew_advance":"crwdns58461:0crwdne58461:0",
+ "vampire":"crwdns58129:0crwdne58129:0",
+ "vampire_viceblurb":"crwdns58130:0crwdne58130:0",
+ "vault":"crwdns58131:0crwdne58131:0",
+ "vaults":"crwdns58132:0crwdne58132:0",
+ "vehicle":"crwdns58133:0crwdne58133:0",
+ "version":"crwdns58134:0crwdne58134:0",
+ "vice":"crwdns58135:0crwdne58135:0",
+ "vice_instructions":"crwdns58136:0crwdne58136:0",
+ "vice_purveyor":"crwdns58137:0crwdne58137:0",
+ "viceroll1":"crwdns58138:0crwdne58138:0",
+ "viceroll2":"crwdns58139:0crwdne58139:0",
+ "vicious":"crwdns58140:0crwdne58140:0",
+ "vigilantes":"crwdns58141:0crwdne58141:0",
+ "wanted":"crwdns58142:0crwdne58142:0",
+ "wantedroll1":"crwdns58143:0crwdne58143:0",
+ "wantedroll2":"crwdns58144:0crwdne58144:0",
+ "war":"crwdns58145:0crwdne58145:0",
+ "warblurb1":"crwdns58146:0crwdne58146:0",
+ "warblurb2":"crwdns58147:0crwdne58147:0",
+ "warblurb3":"crwdns58148:0crwdne58148:0",
+ "warblurb4":"crwdns58149:0crwdne58149:0",
+ "warblurb5":"crwdns58150:0crwdne58150:0",
+ "weak":"crwdns58151:0crwdne58151:0",
+ "weapons":"crwdns58152:0crwdne58152:0",
+ "wear":"crwdns58153:0crwdne58153:0",
+ "when_you_use_bandolier":"crwdns58154:0crwdne58154:0",
+ "whisper":"crwdns58155:0crwdne58155:0",
+ "workshop":"crwdns58156:0crwdne58156:0",
+ "wreck":"crwdns58157:0crwdne58157:0",
+ "xp_beliefs":"crwdns58158:0crwdne58158:0",
+ "xp_bolster":"crwdns58159:0crwdne58159:0",
+ "xp_contend":"crwdns58160:0crwdne58160:0",
+ "xp_crew_specific":"crwdns58161:0crwdne58161:0",
+ "xp_desperate":"crwdns58162:0crwdne58162:0",
+ "xp_express":"crwdns58163:0crwdne58163:0",
+ "xp_specific":"crwdns58164:0crwdne58164:0",
+ "xp_specific_extra":"crwdns58165:0crwdne58165:0",
+ "xp_top":"crwdns58166:0crwdne58166:0",
+ "xp_vice":"crwdns58167:0crwdne58167:0",
+ "zerodice":"crwdns58168:0crwdne58168:0"
+}
\ No newline at end of file
diff --git a/Blue Rose/Blue Rose.css b/Blue Rose/Blue Rose.css
new file mode 100644
index 000000000000..9132dad3c073
--- /dev/null
+++ b/Blue Rose/Blue Rose.css
@@ -0,0 +1,870 @@
+.charsheet {
+ font-family: Georgia;
+ background: white;
+ width: 838px;
+}
+
+p {
+ font-family: Georgia;
+}
+
+.sheet-colrow {
+ margin-top: 15px;
+}
+
+.sheet-spacer {
+ border-bottom: 1px none;
+ margin-bottom: 5px;
+ margin-top: 2px;
+}
+
+.charsheet textarea {
+ background: white;
+ box-shadow: none;
+ font-size: 12px;
+ color: #000000;
+ font-family: Helvetica;
+ resize: none;
+ border: none;
+}
+
+.charsheet tbody {
+ background: white;
+}
+
+.charsheet table {
+ width: 100%;
+ border: 2px solid black;
+}
+
+.charsheet td {
+ background: white;
+}
+
+/* -------------TAB CODE------------- */
+div.sheet-tab-content { display: none; }
+
+input.sheet-tab1:checked ~ div.sheet-tab1,
+input.sheet-tab2:checked ~ div.sheet-tab2,
+input.sheet-tab3:checked ~ div.sheet-tab3,
+input.sheet-tab4:checked ~ div.sheet-tab4,
+{display: block;}
+
+input.sheet-tab {
+ width: 150px;
+ height: 20px;
+ position: relative;
+ top: 5px;
+ left: 2.5px;
+ margin: -0.5px;
+ cursor: pointer;
+ z-index: 1;
+}
+
+input.sheet-tab::before {
+ content: attr(title);
+ display: inline-block;
+ background: #03385a;
+ border: solid 1px black;
+ border-top-left-radius: 0px;
+ border-top-right-radius: 0px;
+ color: white;
+ font-size: 16px;
+ font-weight: bold;
+ text-align: center;
+ width: 100%;
+ height: 20px;
+}
+
+input.sheet-tab:checked::before {
+ border-bottom-color: #007ab8;
+}
+
+div.sheet-tab-content {
+ border: 10px solid #010101;
+ border-top-color: #000;
+ margin: 2px 0 0 2px;
+ padding: 5px;
+ background: white;
+}
+
+/* -------------NAME, BACKGROUND, GENDER, AGE AND APPEARANCE------------- */
+.sheet-characterinfotable {
+ border: 2px solid black;
+ width: 300px;
+ margin-bottom: 5px;
+}
+
+.sheet-characterinfotable td {
+ border: 2px solid black;
+}
+
+.sheet-basicinfotextbox {
+ width: 100%;
+ background: none;
+ border-style:none;
+ box-shadow: none;
+ border-color: #000000;
+ text-align: left;
+ font-size:13px;
+ color: #000000;
+ font-family: Helvetica;
+}
+
+.sheet-blackbox {
+ border: 2px solid black;
+ background-color: #007ab8;
+ font-weight: 500;
+ color: white;
+ font-size: 12px;
+ text-align: left;
+ height: 25px;
+ padding: 3px;
+ font-family: Georgia;
+}
+
+.sheet-blackbox_alternate {
+ border: 2px solid black;
+ background-color: #007ab8;
+ font-weight: 500;
+ color: white;
+ font-size: 13px;
+ text-align: center;
+ padding: 3px;
+}
+
+/* -------------SKILLS------------- */
+.sheet-skilltable {
+ border: 2px solid black;
+ width: 100%;
+}
+
+.sheet-skilltable td {
+ border: 2px solid black;
+}
+
+.sheet-skilltable div {
+ text-align: left;
+}
+
+/* input type text */
+.sheet-skillvaluebox {
+ font-weight: bold;
+ background: none;
+ border: none;
+ box-shadow: none;
+ margin: 0px auto 0px auto;
+ text-align: center;
+ font-size:50px;
+ width: 100%;
+ color: black;
+ font-family: Helvetica;
+}
+
+/* custom td for skill value in skill */
+.sheet-skillvalue {
+ width: 90px;
+}
+
+/* for textarea */
+.sheet-focustextarea {
+ width: 97%;
+ height: 35px;
+ text-align: justify;
+}
+
+.sheet-focustextarea::placeholder {
+ color: #c0deed;
+ font-family: Century Schoolbook;
+ font-size:14px;
+}
+
+
+/* CUSTOM FOCUS CHECKBOX TO CHECK STATE OF THE SKILLFOCUS */
+/* Hide actual radio/checkbox */
+.sheet-focuscheck {
+ opacity: 0;
+ width: 16px;
+ height: 16px;
+ position: relative;
+ top: 5px;
+ left: 6px;
+ margin: -10px;
+ cursor: pointer;
+ z-index: 1;
+}
+
+.sheet-focuscheck + span::before
+{
+ margin-right: 4px;
+ border: solid 1px #a8a8a8;
+ line-height: 14px;
+ text-align: center;
+ display: inline-block;
+ vertical-align: middle;
+
+ -moz-box-shadow: 0 0 2px #ccc;
+ -webkit-box-shadow: 0 0 2px #ccc;
+ box-shadow: 0 0 2px #ccc;
+
+ background: #f6f6f6;
+ background: -moz-radial-gradient(#f6f6f6, #dfdfdf);
+ background: -webkit-radial-gradient(#f6f6f6, #dfdfdf);
+ background: -ms-radial-gradient(#f6f6f6, #dfdfdf);
+ background: -o-radial-gradient(#f6f6f6, #dfdfdf);
+ background: radial-gradient(#f6f6f6, #dfdfdf);
+}
+
+/* Fake checkbox */
+.sheet-focuscheck + span::before
+{
+ content: "";
+ width: 14px;
+ height: 14px;
+ font-size: 12px;
+
+ -moz-border-radius: 3px;
+ -webkit-border-radius: 3px;
+ border-radius: 3px;
+}
+
+.sheet-focuscheck:checked + span::before
+{
+ content: "✓";
+ color: green;
+ font-weight: bold;
+}
+
+/* div for textarea(focuses) and focuses checkboxes */
+.sheet-focusbox {
+ background: none;
+ border: none;
+ background-repeat: no-repeat;
+ background-position: center;
+ background-size: contain;
+ text-align:center;
+ z-index:0;
+ position:relative;
+}
+
+.sheet-checkerpose {
+ background: none;
+ border: none;
+ background-repeat: no-repeat;
+ background-position: center;
+ background-size: contain;
+ text-align:center;
+ padding:0;
+ right: -2px;
+ top: 33px;
+ z-index: 2;
+ position: absolute;
+}
+.sheet-bananas {
+ background: none;
+ border: none;
+ box-shadow: none;
+ background-repeat: no-repeat;
+ background-position: center;
+ background-size: contain;
+ text-align:center;
+ font-family: Georgia;
+ color: #000000;
+ padding: 0;
+ margin: 0px auto 0px auto;
+ right: 26px;
+ z-index: 1;
+ position: absolute;
+}
+
+.sheet-tagger {
+
+}
+/* --------- XP, CLASS, LEVEL --------- */
+
+.sheet-xptable {
+ border: 2px solid black;
+}
+
+.sheet-xptable td {
+ border: 2px solid black;
+}
+
+.sheet-blackboxlarge {
+ border: 2px solid black;
+ background-color: #007ab8;
+ font-weight: 500;
+ color: white;
+ font-size: 14px;
+ text-align: center;
+ height: 25px;
+ padding: 1px;
+ font-family: Georgia;
+}
+
+.sheet-class_and_convictionbox {
+ width: 197px;
+ background: none;
+ border-style:none;
+ box-shadow: none;
+ border-color: #000000;
+ text-align: center;
+ font-size:13px;
+ color: #000000;
+ font-family: Helvetica;
+}
+
+.sheet-class-div {
+ text-align: center;
+}
+
+.sheet-level-div {
+ text-align: center;
+}
+
+.sheet-conviction-div {
+ text-align: center;
+}
+
+/* --------- SECONDARY STATS --------- */
+.sheet-2ndstattable {
+ border: 2px solid black;
+}
+
+.sheet-2ndstattable td {
+ border: 2px solid black;
+ text-align:center;
+}
+
+.sheet-2ndstatbox {
+ text-align:center;
+}
+
+.sheet-otherinput {
+ width: 50px;
+ background: none;
+ border-style:none;
+ box-shadow: none;
+ border-color: #000000;
+ text-align: center;
+ font-size: 14px;
+ color: #000000;
+ font-family: Helvetica;
+}
+
+.sheet-2nd_statstextbox {
+ width: 75px;
+ background: none;
+ border-style:none;
+ box-shadow: none;
+ border-color: #000000;
+ text-align: center;
+ font-size: 35px;
+ color: #000000;
+ font-family: Helvetica;
+}
+
+.sheet-armortypetextarea {
+ width: 97%;
+ background: none;
+ border-style:none;
+ box-shadow: none;
+ border-color: #000000;
+ text-align: center;
+ font-size: 20px;
+ font-weight: bold;
+ color: #000000;
+ font-family: Helvetica;
+}
+
+.sheet-armortypetextarea::placeholder {
+ color: #c0deed;
+ font-family: Century Schoolbook;
+ font-size:14px;
+}
+
+/* --------- WEAPONS TABLE --------- */
+.sheet-container {
+ position: relative;
+ min-height: 60px;
+ border-radius: 0px;
+ border: 1px solid black;
+ background: white;
+ width: 468px;
+}
+
+.sheet-weapons-content {
+ overflow-y: auto;
+ height: 100%;
+}
+
+.sheet-weaponscont {
+ border: 2px solid black;
+ position: relative;
+}
+
+.sheet-weaponstable {
+ border: 2px solid black;
+ width: 100%;
+}
+.sheet-weaponstable td{
+ text-align: center;
+}
+
+.sheet-blackbox_alternate2 {
+ border: 2px solid black;
+ background-color: #007ab8;
+ font-weight: 500;
+ color: white;
+ font-size: 13px;
+ text-align: center;
+ padding: 0px;
+ margin: 0px;
+ text-align: center;
+}
+
+.sheet-weaponnametext {
+ width: 168px;
+ background: none;
+ border: none;
+ border-radius: 0px;
+ border-bottom: 2px solid;
+ box-shadow: none;
+ border-color: #000000;
+ text-align: left;
+ font-size: 12px;
+ color: #000000;
+ font-family: Helvetica;
+}
+
+.sheet-weaponnametext::placeholder {
+ color: #c0deed;
+ font-family: Century Schoolbook;
+ font-size:14px;
+}
+
+.sheet-weaponatacktext {
+ width: 60px;
+ background: none;
+ border: none;
+ border-radius: 0px;
+ border-bottom: 2px solid;
+ box-shadow: none;
+ text-align: center;
+ font-size: 12px;
+ color: #000000;
+ font-family: Helvetica;
+}
+
+.sheet-weaponrangetext {
+ width: 40px;
+ background: none;
+ border: none;
+ border-radius: 0px;
+ border-bottom: 2px solid;
+ box-shadow: none;
+ text-align: center;
+ font-size: 12px;
+ color: #000000;
+ font-family: Helvetica;
+}
+
+.sheet-weaponrangetext::placeholder {
+ color: #c0deed;
+ font-family: Century Schoolbook;
+ font-size:14px;
+}
+
+.sheet-weapondamagetext {
+ width: 60px;
+ background: none;
+ border: none;
+ border-bottom: 2px solid;
+ border-radius: 0px;
+ box-shadow: none;
+ text-align: left;
+ font-size: 12px;
+ color: #000000;
+ font-family: Helvetica;
+}
+
+.sheet-weapondamagetext::placeholder {
+ color: #c0deed;
+ font-family: Century Schoolbook;
+ font-size:14px;
+}
+
+.sheet-borderdown {
+ border-bottom: 2px solid black;
+ font-size: 9px;
+}
+
+.sheet-borderall {
+ border: 2px solid black;
+ font-size: 9px;
+}
+
+.sheet-weaponstype {
+ height: 30px;
+ width: 98%;
+ text-align: left;
+}
+
+.sheet-weaponstype::placeholder {
+ color: #c0deed;
+ font-family: Century Schoolbook;
+ font-size:14px;
+}
+
+.sheet-weapondetails {
+ height: 30px;
+ width: 98%;
+ text-align: center;
+}
+
+.sheet-weapondetails::placeholder {
+ color: #c0deed;
+ font-family: Century Schoolbook;
+ font-size:14px;
+}
+
+/* -------------RANGED WEAPONS SPECS------------- */
+.sheet-weaponnametext2 {
+ width: 150px;
+ background: none;
+ border: none;
+ box-shadow: none;
+ border-color: #000000;
+ text-align: left;
+ font-size: 12px;
+ color: #000000;
+ font-family: Helvetica;
+}
+
+.sheet-reloadtext {
+ height: 100%;
+ width: 85px;
+ background: none;
+ border: none;
+ box-shadow: none;
+ border-color: #000000;
+ text-align: left;
+ font-size: 12px;
+ color: #000000;
+ font-family: Helvetica;
+ -webkit-appearance: none;
+}
+
+.sheet-weaponspecs {
+ width: 231px;
+ height: 100%;
+ text-align: left;
+ font-size: 12px;
+ color: #000000;
+ font-family: Helvetica;
+}
+
+/* -------------SPELLS, CLASSPOWERS AND TALENTS------------- */
+.sheet-spellbox {
+ width: 100%;
+ height: 100%;
+ border: 2px solid black;
+}
+
+.sheet-powerstext {
+ width: 453px;
+ height: 150px;
+ text-align: left;
+ resize: vertical;
+}
+
+/*------------------------ GRIMOIRE TAB CODES ------------------------*/
+.sheet-spelltable td {
+ border: 2px solid black;
+}
+.sheet-spelltable {
+ border: 2px solid black;
+ width: 100%;
+}
+
+.sheet-spelltext {
+ width:110px;
+ background: none;
+ border: none;
+ box-shadow: none;
+ text-align: left;
+ font-size: 14px;
+ color: #000000;
+ font-family: Helvetica;
+ padding:0;
+}
+
+.sheet-spelltext::placeholder {
+ color: #c0deed;
+ font-family: Century Schoolbook;
+ font-size:14px;
+}
+
+.sheet-spellselect2 {
+ width: 90px;
+ font-size: 12px;
+ background: none;
+ border: none;
+ box-shadow: none;
+ text-align: left;
+ color: #000000;
+ font-family: Helvetica;
+ -webkit-appearance: none;
+ padding:0;
+}
+.sheet-timetext {
+ width:100px;
+ font-size:12px;
+ border: none;
+ box-shadow: none;
+ text-align: left;
+ font-size: 14px;
+ color: #000000;
+ font-family: Helvetica;
+ padding:0;
+}
+.sheet-natext {
+ width:28px;
+ font-size:12px;
+ background: none;
+ border: none;
+ box-shadow: none;
+ text-align: left;
+ font-size: 14px;
+ color: #000000;
+ font-family: Helvetica;
+ padding:0;
+}
+.sheet-vstext {
+ width:100px;
+ font-size:10px;
+ background: none;
+ border: none;
+ box-shadow: none;
+ text-align: left;
+ font-size: 14px;
+ color: #000000;
+ font-family: Helvetica;
+ padding:0;
+}
+.sheet-spelltext {
+ width:100%;
+ height: 40px;
+ resize: vertical;
+}
+/*------------------------ EQUIPS AND BACKGROUND TAB CODES ------------------------*/
+.sheet-talent {
+ height: 360px;
+ position: relative;
+}
+
+.sheet-lefter {
+ margin-left: 10px;
+}
+
+/* ------------- FAMILY AND TIES, LANGUAGE ------------- */
+.sheet-general {
+ width: 99%;
+}
+
+.sheet-goalstext {
+ height: 160px;
+ width: 99%;
+ resize: vertical;
+}
+
+.sheet-tiestext::placeholder {
+ color: #c0deed;
+ font-family: Century Schoolbook;
+ font-size:14px;
+}
+
+.sheet-languages {
+ height: 60px;
+ width: 98%;
+ resize: vertical;
+}
+
+.sheet-concepttext {
+ height: 180px;
+ width: 98%;
+ resize: vertical;
+}
+
+.sheet-tiestext {
+ height: 120px;
+ width: 98%;
+ resize: vertical;
+}
+
+.sheet-tiestext::placeholder {
+ color: #c0deed;
+ font-family: Century Schoolbook;
+ font-size:14px;
+}
+
+.sheet-featurestextarea {
+ height: 60px;
+ width: 98%;
+ resize: vertical;
+}
+
+.sheet-featurestextarea::placeholder {
+ color: #c0deed;
+ font-family: Century Schoolbook;
+ font-size:14px;
+}
+
+/* ------------- INVENTORY ------------- */
+.sheet-section {
+ position: relative;
+ min-height: 30px;
+ border-radius: 0px;
+ border: 2px solid black;
+ background: none;
+}
+
+.sheet-inventory {
+ margin-top: 15px;
+ min-height: 200px;
+ border: 2px solid black;
+ padding-bottom: 35px;
+ position: relative;
+ background: white;
+}
+
+.sheet-inventory-content {
+ overflow-y: auto;
+ height: 100%;
+}
+
+.sheet-InventoryName {
+ border: none;
+ width: 100%;
+ font-size: 10px;
+ font-family: Helvetica;
+ box-shadow: none;
+}
+.sheet-InventoryAmount {
+ border: none;
+ width: 50px;
+ font-size: 10px;
+ font-family: Helvetica;
+ box-shadow: none;
+}
+
+.sheet-invTable td {
+ border: 2px solid black;
+}
+
+/*------------------------ TALENTS TAB CODES ------------------------*/
+.sheet-talenttext {
+ width:300px;
+ background: none;
+ border: none;
+ box-shadow: none;
+ text-align: left;
+ font-size: 20px;
+ color: #000000;
+ font-family: Helvetica;
+ padding:0;
+}
+.sheet-talentnumber {
+ background: none;
+ border: 2px solid black;
+ box-shadow: none;
+ text-align: center;
+ font-size: 20px;
+ color: #000000;
+ font-family: Helvetica;
+ padding:0;
+}
+.sheet-talentselect {
+ width: 100%;
+ font-size: 15px;
+ background: none;
+ border: none;
+ box-shadow: none;
+ text-align: left;
+ color: #000000;
+ font-family: Helvetica;
+ -webkit-appearance: none;
+ padding:0;
+}
+.sheet-talentarea {
+ width:97%;
+ height: 40px;
+ resize: vertical;
+}
+/*------------------------ ROLL TEMPLATES ------------------------*/
+
+/* Generic Template */
+.sheet-rolltemplate-blueroseage_generic table {
+ width:100%;
+ background-color:white;
+ border:2px solid #000;
+ border-spacing: 0;
+ border-collapse: separate;
+ border-radius: 5px;
+ -moz-box-shadow: 2px 2px 5px #000;
+ -webkit-box-shadow: 2px 2px 5px #000;
+ box-shadow:2px 2px 5px #000;
+ overflow: hidden;
+}
+
+.sheet-rolltemplate-blueroseage_generic .sheet-header {
+ background-color:#000;
+ margin: 2px 25px 2px 25px;
+ border: 1px solid #000;
+ color:white;
+ font-family:"Helvetica Neue",Helvetica,sans-serif;
+ font-size:1em;
+ font-weight:bold;
+ text-align: center;
+}
+
+.sheet-rolltemplate-blueroseage_generic .sheet-header a{
+ color:white;
+ text-decoration: underline;
+}
+
+.sheet-rolltemplate-blueroseage_generic td {
+ padding:5px;line-height:1.4em;
+ vertical-align:top;
+ text-align:right
+}
+
+.sheet-rolltemplate-blueroseage_generic tr:nth-child(odd) {
+ background-color:#D3D3D3;
+}
+
+.sheet-rolltemplate-blueroseage_generic td:nth-child(odd) {
+ text-align:left;
+ font-weight:bold
+}
+
+.sheet-rolltemplate-blueroseage_generic .inlinerollresult {
+ color: white;
+ background-color: #007ab8;
+ border-color:#007ab8;
+}
+
+.sheet-rolltemplate-blueroseage_generic .inlinerollresult.fullcrit {
+ color: white;
+ background-color: #3FB315
+}
+
+.sheet-rolltemplate-blueroseage_generic .inlinerollresult.fullfail {
+ color: white;
+ background-color: #B31515
+}
+
+.sheet-rolltemplate-blueroseage_generic .inlinerollresult.importantroll {
+ color: white;
+ background-color: #4A57ED;
+}
\ No newline at end of file
diff --git a/Blue Rose/Blue Rose.html b/Blue Rose/Blue Rose.html
new file mode 100644
index 000000000000..3ea2202f878b
--- /dev/null
+++ b/Blue Rose/Blue Rose.html
@@ -0,0 +1,788 @@
+
+
+
+
+
+
+
+
+
diff --git a/CWOD-Demon/Demon the Fallen.html b/CWOD-Demon/Demon the Fallen.html
index ece0d10285b2..eabaf560bccb 100644
--- a/CWOD-Demon/Demon the Fallen.html
+++ b/CWOD-Demon/Demon the Fallen.html
@@ -107,11 +107,22 @@
diff --git a/CWOD-Hunter/Hunter.png b/CWOD-Hunter/Hunter.png
new file mode 100644
index 000000000000..bc21bc9a3304
Binary files /dev/null and b/CWOD-Hunter/Hunter.png differ
diff --git a/CWOD-Hunter/README.md b/CWOD-Hunter/README.md
new file mode 100644
index 000000000000..61ca0bef2e18
--- /dev/null
+++ b/CWOD-Hunter/README.md
@@ -0,0 +1,4 @@
+Character sheet for Hunter: The Reckoning, by White Wolf Publishing.
+
+A big thanks goes out to Matt Zaldivar, Brian Shields and Benjamin Bandelow.
+I used the exalted sheet and vampire sheet they made as a starting point and as such much, maybe most, of this code it theirs.
\ No newline at end of file
diff --git a/CWOD-Hunter/sheet.json b/CWOD-Hunter/sheet.json
new file mode 100644
index 000000000000..c1f3477de79f
--- /dev/null
+++ b/CWOD-Hunter/sheet.json
@@ -0,0 +1,8 @@
+{
+ "html": "Hunter.html",
+ "css": "Hunter.css",
+ "authors": "Viviane Silva, Fernando Netto, and some coding by Matt Zaldivar, Brian Shields and Benjamin Bandelow, for their Exalted sheet nad Vampire Sheet.",
+ "roll20userid": "1335803",
+ "preview": "Hunter.png",
+ "instructions": "# Hunter: The Reckoning Character Sheet\r For use in the classic World of Darkness. Designed to function much like an actual paper sheet would. With the most notable exception being that you can roll Willpower directy from the sheet. Also, The Dice Pool section in the center at the bottom allow one to select an Attribute and/or Ability to roll; The Other Traits may also be seleceted in the Ability drop down. The check to the left of each die pool selection indicates that the roll has a specialty (i.e. dice will explode) All rolls from the sheet are of the from {Xd10}>Df1 or {Xd10!}>Df1 if special, where X is the number of dice and D is the difficulty. NOTE: These roll do not recognize botches. Further, the rolls will prompt the user to modify the number of dice rolled and set the difficulty. The defaults for these are 0 and 6 respectively. In the 'Edges', you put in the textbox, the name, creed and trigger of each edge, and in Virtues you just enter the number of dots you have in 'Score', and the amount you spent in 'Spent'."
+}
diff --git a/CWOD-Mage/Mage.html b/CWOD-Mage/Mage.html
index ee2d7b08911c..28295fa891a0 100644
--- a/CWOD-Mage/Mage.html
+++ b/CWOD-Mage/Mage.html
@@ -65,17 +65,17 @@
diff --git a/CWOD-Werewolf-Rokea/Werewolf-Rokea.png b/CWOD-Werewolf-Rokea/Werewolf-Rokea.png
new file mode 100644
index 000000000000..8030c24b12a5
Binary files /dev/null and b/CWOD-Werewolf-Rokea/Werewolf-Rokea.png differ
diff --git a/CWOD-Werewolf-Rokea/sheet.json b/CWOD-Werewolf-Rokea/sheet.json
new file mode 100644
index 000000000000..b1de205397e5
--- /dev/null
+++ b/CWOD-Werewolf-Rokea/sheet.json
@@ -0,0 +1,7 @@
+{
+ "html": "Werewolf-Rokea.html",
+ "css": "Werewolf-Rokea.css",
+ "authors": "Alan Tenore. Copied and adapted from Matt Zaldivar's Werewolf sheet.",
+ "preview": "Werewolf-Rokea.png",
+ "instructions": "# Werewolf: The Apocalypse - Rokea Character Sheet\r Modified from Matt's original to handle all the different traits and different forms of the Rokea.\r\r Instructions from original sheet:\r Designed to function much like an actual paper sheet would. With the most notable exception being that you can roll Rage, Gnosis, and Willpower directy from the sheet. Also, The Dice Pool section in the center at the bottom allows one to select an Attribute and/or Ability to roll; The Other Traits may also be seleceted in the Ability drop down. The check to the left of each die pool selection indicates that the roll has a specialty (i.e. dice will explode) All rolls from the sheet are of the from {Xd10}>Df1 or {Xd10!}>Df1 if special, where X is the number of dice and D is the difficulty. NOTE: These roll do not recognize botches. Further, the rolls will prompt the user to modify the number of dice rolled and set the difficulty. The defaults for these are 0 and 6 respectively. The Forms area at the bottom is intended to help keep track of your current form and remind you of the statistical changes, these buttons do not change any rolls."
+}
diff --git a/CWOD-Werewolf/Werewolf.html b/CWOD-Werewolf/Werewolf.html
index 0c92e8ff8a14..7769662d2ae9 100644
--- a/CWOD-Werewolf/Werewolf.html
+++ b/CWOD-Werewolf/Werewolf.html
@@ -82,17 +82,17 @@