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gamedata.json
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{"tags":{"dangerous":{"description":"It's easy to get in trouble with it. If you interact with it without proper precautions the GM may freely invoke the consequences of your foolish actions.","key":"dangerous","name":"Dangerous"},"weight":{"name":"Weight","description":"Count the listed amount against your load. Something with no listed weight isn’t designed to be carried. 100 thrones in standard denominations is 1 weight. The same value in artifacts, tech, and loot may be lighter or heavier.","key":"weight"},"worn":{"description":"To use it, you have to be wearing it.","key":"worn","name":"Worn"},"uses":{"name":"n Uses","description":"Items with <em>n</em> Uses can be used <em>n</em> times before you must take a moment to reload.","key":"uses"},"piercing":{"description":"Items with <em>n</em> Piercine ignore <em>n</em> armor of their target when dealing damage.","key":"piercing","name":"Piercing"},"forceful":{"description":"It can knock someone back a pace, maybe even off their feet.","key":"forceful","name":"Forceful"},"hand":{"description":"It’s useful for attacking something within your reach, no further.","key":"hand","name":"Hand"},"close":{"description":"It’s useful for attacking something at arm’s reach plus a foot or two.","key":"close","name":"Close"},"reach":{"description":"It’s useful for attacking something that’s several feet away—maybe as far as ten.","key":"reach","name":"Reach"},"near":{"description":"It’s useful for attacking if you can see the whites of their eyes.","key":"near","name":"Near"},"far":{"description":"It’s useful for attacking something in shouting distance.","key":"far","name":"Far"},"messy":{"description":"It doesn't just deal damage, it tears and destroys, sending pieces of its target flying.","key":"messy","name":"Messy"},"scatter":{"description":"Ranged only. Roll two damage die when at <em>close</em> range.","key":"scatter","name":"Scatter"},"long":{"description":"Ranged only. It is useful for attacking something beyond shouting distance. When attempting a shot at Long distance you take -1 on your roll.","key":"long","name":"Long"},"tearing":{"description":"When dealing damage with this weapon roll an extra damage die and discard the lowest.","key":"tearing","name":"Tearing"},"rending":{"name":"n Rending","description":"This weapons tears and destroys the target's defenses. The target's armor is reduced by <em>n</em> when they take wounds from this weapon.","key":"rending"},"silenced":{"description":"The sound of this weapon firing is greatly reduced.","key":"silenced","name":"Silenced"},"razor_sharp":{"name":"Razor-sharp","description":"When rolling any move that deals damage, this weapon ignores armor on a 10+.","key":"razor_sharp"},"proven":{"name":"n Proven","description":"This weapon always strikes true. When rolling for damage with this weapon, treat any roll below <em>n</em> as having rolled <em>n</em>.","key":"proven"},"power":{"description":"Melee only. This item has a power field that can be activated. While active, you take the better of two rolls for damage and this item gains {{{tag \"messy\"}}}.","key":"power","name":"Power"},"rare":{"description":"This item is rare and hard to locate. You might find one in a large city if you know where to look.","key":"rare","name":"Rare"},"very_rare":{"name":"Very Rare","description":"This item is exceedingly hard to find. You might find one like it if you scour the galaxy.","key":"very_rare"},"damage":{"name":"+n Damage","description":"Add <em>n</em> damage to your damage rolls.","key":"damage"}},"external_skills":{"discern_realities":{"external_link":"http://www.dungeonworldsrd.com/moves#TOC-Discern-Realities"},"hack_and_slash":{"name":"Hack and Slash","external_link":"http://www.dungeonworldsrd.com/moves#TOC-Hack-and-Slash"},"cheap_shot":{"external_link":"http://www.dungeonworldsrd.com/classes/thief#TOC-Cheap-Shot"},"dirty_fighter":{"external_link":"http://www.dungeonworldsrd.com/classes/thief#TOC-Dirty-Fighter"},"iron_hide":{"external_link":"http://www.dungeonworldsrd.com/classes/fighter#TOC-Iron-Hide"},"interrogator":{"external_link":"http://www.dungeonworldsrd.com/classes/fighter#TOC-Interrogator"},"merciless":{"external_link":"http://www.dungeonworldsrd.com/classes/fighter#TOC-Merciless"},"bloodthirsty":{"external_link":"http://www.dungeonworldsrd.com/classes/fighter#TOC-Bloodthirsty"},"bend_bars_lift_gates":{"external_link":"http://www.dungeonworldsrd.com/classes/fighter#TOC-Bend-Bars-Lift-Gates"},"called_shot":{"external_link":"http://www.dungeonworldsrd.com/classes/ranger#TOC-Called-Shot"},"hunt_and_track":{"name":"Hunt and Track","external_link":"http://www.dungeonworldsrd.com/classes/ranger#TOC-Hunt-and-Track-Wis-"},"armored":{"external_link":"http://www.dungeonworldsrd.com/classes/paladin#TOC-Armored"},"backstab":{"external_link":"http://www.dungeonworldsrd.com/classes/thief#TOC-Backstab"}},"misc":{"advanced_moves":["advanced_tech_use","autosanguine","crushing_blow","dual_wield","gunslinger","hatred","imperial_infantrymans_uplifting_primer","medicae_training","mighty_shot","parry","rapid_reload","sacrifishield","shield_wall","shield_weapon"],"special_moves":["bolster","critical_hit","encumbrance","end_of_session","last_breath","level_up","make_camp","recover","supply","take_watch","this_i_know","undertake_a_perilous_journey"],"basic_moves":["hack_and_slash","aim_and_fire","suppressing_fire","reload","throw_grenade","defy_danger","defend","tech_use","spout_lore","discern_realities","parley","aid_or_interfere"],"weapons_list":["laspistol","stub_revolver","lasgun","m36_lasgun","double_barreled_shotgun","pump_action_shotgun","box_of_ammo","club","dagger","throwing_dagger","short_sword_aka","spear","long_sword_aka","halberd","rapier","dueling_rapier","chainsword"],"armor_list":["leather_armor_aka","flak_armor","carapace_armor","shield"],"grenade_list":["fire_bomb","frag_grenade","krak_grenade","smoke_grenade","stun_grenade"],"gear":["field_gear","bandages","medicae_kit","dataslate","field_rations","vox_unit","vox_caster","micro_bead","auspex","siege_auspex","grapnel"]},"home_worlds":{"death_world":{"name":"Death World","description":"Planet where everything wants to kill you.","move":"Death World characters gain +1 on all Last Breath rolls.","bonus":"+1 piercing on all attacks"},"feral_world":{"name":"Feral World","description":"A planet with very little technology.","move":"Feral World characters +1 piercing when using primitive weapons.","bonus":"+2 Load"},"forge_world":{"name":"Forge World","description":"Manufactorums cover the landscape.","move":"Forge World characters replace one of their d6s with a d8 when rolling Tech-Use.","bnous":"Choose one: {{dataslate.name}}, {{auspex.name}}, {{multitool.name}}"},"highborn":{"name":"Highborn","description":"You are the member of a noble house, or powerful family.","move":"Highborn characters gain +1 to any Defy Danger or Parley rolls that involve talking to members of the Imperium.","bonus":"+15 thrones or +2d10 thrones."},"hive_world":{"name":"Hive World","description":"Hab blocks and cityscape cover much of this planet.","move":"Hive World characters gain +1 to any Defy Danger rolls when moving through crowds.","bonus":"Choose one advanced move from the general Advanced Moves list."},"shrine_world":{"name":"Shrine World","description":"This world is dedicated to the veneration of the God-Emperor and his saints.","move":"Shrine World characters can reroll any double 1s result once per session.","bonus":"+2 to Max Wounds"},"voidborn":{"name":"Voidborn","description":"You were born in the cold of space aboard a ship.","move":"Voidborn gain +1 to any rolls to resist warp energy.","bonus":"+1 starting XP"}},"classes":{"assassin":{"starting_hp":6,"load":7,"damage":"d8","looks":["Dead eyes, charming eyes, angry eyes","Black bodysuit, plain clothes, dirty rags","Buzz cut, elaborate hair, tattooed head","Slim body, athletic body, huge body"],"description":"Assassin is sneaky and stabby or sneaky and shooty.","starting_moves":["unsuspecting_strike","called_shot"],"alignments":{"evil":{"name":"Evil","description":"Make a brutal show of a kill."},"good":{"name":"Good","description":"Take out a threat before it harms another."},"neutral":{"name":"Neutral","description":"Dispatch of an enemy before they know there's a threat."}},"bonds":["<blank></blank> knows some tricks that could be useful to learn.","I have trusted <blank></blank> with a secret about me."],"starting_gear":"<p>You start with {{{item 'leather_armor'}}}, {{{item equipment.field_gear}}}, and {{{item equipment.field_rations}}}. For your weapons choose one: </p>\n<ul><li>{{{item 'lasgun'}}} and {{{item 'dagger'}}}</li>\n<li>{{{item 'laspistol'}}} and {{{item 'rapier'}}}</li></ul>","advanced_moves_1":["hunt_and_track","advanced_training","silent_strike","sniper_shot","vipers_strike","cheap_shot","callidus_training","underdog","trap_expert","cautious","tricks_of_the_trade"],"advanced_moves_2":["vindicare_shot","dirty_fighter","vipers_fangs","serious_underdog","disguise","hunters_eye","jack_of_all_trades","extremely_cautious"],"key":"assassin","name":"Assassin"},"investigator":{"starting_hp":8,"load":8,"damage":"d6","looks":["Distrusting eyes, kind eyes, tired eyes","Helmeted head, military cut, or bald","Plain clothes, worn outfit, or uniform","Thin body, fit body, flabby body"],"starting_moves":["i_am_justice","detective","confessor","take_them_alive"],"advanced_moves_1":["this_ones_mine","targeted_investigation","your_eyes_betray_you","torturer","local_informant"],"alignments":{"good":{"name":"Good","description":"Show mercy or leniency to an enemy."},"evil":{"name":"Evil","description":"Hurt someone more than you need to."},"anarchic":{"name":"Anarchic","description":"Try something that's so crazy it just might work."}},"bonds":["<blank></blank> knows much about the enemy's ways, I should use that knowledge.","<blank></blank> walks a thin line too close to sedition, I should guide them.","<blank></blank> has helped me defeat a formidable foe, I should repay them in kind."],"description":"<p>Investigator is a detective. They've got a nose for heresy.","starting_gear":"<p class=\"NoIndent\">You start with {{{item \"field_rations\"}}} and a {{{item \"stub_revolvers\"}}} . Choose your melee weapon:</p><ul class=\"options-list\"><li>{{{item \"warhammer\"}}}</li><li>{{{item \"shock_maul\"}}}</li></ul><p>Choose one:</p><ul class=\"OptionsList\"><li>{{{item \"leather_armor_aka\"}}} and {{{item \"shield\"}}}</li><li>{{{item \"flak_armor\"}}}</li></ul><p>Choose one:</p><ul class=\"OptionsList\"><li>{{{item \"data_slate\"}}}</li><li>{{{item \"field_gear\"}}}</li><li>{{{item \"auspex\"}}}</li></ul>","key":"investigator","name":"Investigator"},"warrior":{"starting_hp":"10","damage":"d10","load":"9+STR","looks":["Blank eyes, fiery eyes, kind eyes","Military cut, messy hair, headband, helmet","Worn uniform, utilitarian clothes, rags","Lean body, hulking body, lithe body"],"starting_moves":["tactical_advantage","lifting_the_fog","tome_of_war","armored"],"advanced_moves_1":["baptised_by_bullets","battle_senses","charge","deadly_cover","field_medic","fighters_sense","shield_of_the_imperium","tactical_decision"],"advanced_moves_2":["battle_medic","experienced_eye","punish_weakness","saw_it_comin","veterans_sense"],"description":"The Warrior is a fighter, either from birth, by choice, or through dangerous circumstances. They are at home on the battlefield.","drives":{"good":{"name":"Destructive","description":"Blow something up or dismember a foe."},"superious_position":{"name":"Superior Position","description":"Gain an advantage due to better choice of terrain or surroundings."},"weapon_master":{"name":"Weapon Master","description":"Use a new weapon in combat or begin training with one."},"honor_killer":{"name":"Honor Killer","description":"Challenge a foe to 1v1 combat and defeat them."}},"resource":"Insight","resources":"Insight","bonds":["<blank></blank> would make a good soldier. I should show them I respect them.","<blank></blank> has trouble keeping focused in tense situations. Perhaps I can help them with that.","<blank></blank> has saved me from myself in combat, I owe them."],"starting_gear":"<p>You start with {{{item \"field_rations\"}}} and {{{item \"stub_revolver\"}}}. Choose your melee weapon:</p>","key":"warrior","name":"Warrior"}},"moves":{"advanced_tech_use":{"description":"<p class=\"NoIndent\">When using Tech-Use on a 10+ choose no options and on a 7-9 choose one.</p>","key":"advanced_tech_use","name":"Advanced Tech Use"},"advanced_training":{"description":"<p class=\"no-indent\">You have focused your training on either the blade or the rifle. Choose one:</p>\n<ul><li><check></check><strong>Blademaster:</strong> Once per encounter you may reroll one d6 of a Hack & Slash or Unsuspecting Strike roll</li><li><check></check><strong>Sharpshooter:</strong> Once per encounter you may reroll one d6 of a {{aim_and_fire.name}} or {{called_shot.name}} roll</li></ul>","key":"advanced_training","name":"Advanced Training"},"aid_or_interfere":{"description":"<p class=\"no-indent\">When you <strong>help or hinder someone</strong>, roll+bond with them. On a 10+, they take +1 or -2 to their roll, your choice. On a 7–9, they still get a modifier, but you also expose yourself to danger, retribution, or cost.</p>","key":"aid_or_interfere","name":"Aid Or Interfere"},"aim_and_fire":{"name":"Fire for Effect","description":"<p class=\"noindent\">When you <strong>fire your ranged weapon to deal damage</strong>, roll+DEX and expend a use of your weapon. On a 10+ deal your damage. At your option you may expend another use of your weapon to add +1d4 damage. On a 7-9 you deal your damage and choose one:</p><ul class=\"options\"><li>You take what you can get, deal -1d6 damage</li><li>You need to take some more shots, expend another use of your weapon</li><li>You have to place yourself or a teammate in danger, the GM will tell you how</li></ul>","explanation":"<p>{{aim_and_fire.name}} is your go-to move when a character is shooting to kill. It covers drawing, cocking, aiming, and shooting your weapon. Firing your weapon doesn't mean squeezing off a single shot, it means shooting for a few seconds. That can mean a single shot, or a whole flurry of them. Either way, it's a single use of the weapon. Leave the exact number of shots to the fiction and let the uses dictate when they run low.</p>\n<p>If you're using a weapon that doesn't have enough uses you can't take the bonus damage on the 10+ or the \"expend another use\" option on a 7-9.</p>","key":"aim_and_fire"},"armored":{"description":"<p class=\"no-indent\">You ignore the {{{tag \"clumsy\"}}} tag on armor that you wear.</p>","key":"armored","name":"Armored"},"autosanguine":{"description":"<p class=\"NoIndent\">Your blood stream has been blessed with ancient microscopic technology that makes repairs to minor injuries. Whenever you receive healing from rest or medicae treatment heal yourself for an additional +1d4.</p>","key":"autosanguine","name":"Autosanguine"},"baptised_by_bullets":{"description":"<p class=\"no-indent\">Whenever you <strong>run through enemy fire</strong>, take +1 to Defy Danger.</p>","key":"baptised_by_bullets","name":"Baptised By Bullets"},"battle_medic":{"requires_move":"field_medic","description":"<p class=\"no-indent\">When you <strong>use {{field_medic.name}}</strong> you also heal for +1d8 wounds.</p>","key":"battle_medic","name":"Battle Medic"},"battle_senses":{"description":"<p class=\"no-indent\">When you get a 7+ with {{discern_realities.name}} while in combat you also gain +1 {{warrior.resource}}.</p>","key":"battle_senses","name":"Battle Senses"},"bolster":{"description":"<p class=\"no-indent\">When you <strong>spend your leisure time in study, meditation, or hard practice,</strong> you gain preparation. If you prepare for a week or more, take 1 preparation. If you prepare for a month or longer, take 3 instead. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.</p>","key":"bolster","name":"Bolster"},"called_shot":{"description":"<p class=\"NoIndent\">When you <strong>attack a defenseless or surprised enemy at range</strong>, you can choose to deal your damage or name your target and roll+DEX.</p><ul class=\"MoveOptions\"><li><strong>Head</strong><ul class=\"MoveSubOptions\"><li>10+: As 7-9, plus your damage</li><li>7-9: They do nothing but stand and drool for a few moments.</li></ul></li><li><strong>Arms</strong><ul class=\"MoveSubOptions\"><li>10+: As 7-9, plus your damage</li><li>7-9: They drop anything they're holding</li></ul></li><li><strong>Legs</strong><ul class=\"MoveSubOptions\"><li>10+: As 7-9, plus your damage</li><li>7-9: They're hobbled and slow moving.</li></ul></li></ul>","key":"called_shot","name":"Called Shot"},"callidus_training":{"description":"<p class=\"no-indent\">When you keep still in natural or crowded surroundings, enemies never spot you until you make a movement.</p>","key":"callidus_training","name":"Callidus Training"},"cautious":{"description":"<p class=\"no-indent\">When you use trap expert you always get +1 hold, even on a 6-.</p>","requires_move":"trap_expert","key":"cautious","name":"Cautious"},"charge":{"description":"<p class=\"no-indent\">When you <strong>charge towards the enemy</strong>, you and those you lead take +1 forward.</p>","key":"charge","name":"Charge"},"cheap_shot":{"description":"<p class=\"no-indent\">When using a precise or hand weapon, your Unsuspecting Strike deals an extra +1d6 damage.</p>","key":"cheap_shot","name":"Cheap Shot"},"confessor":{"description":"<p>When you <strong>torture or manipulate someone to extract information from them</strong> roll+INT. On a 7-9 they answer your questions and you choose 2. On a 10+ choose 1 instead.</p><ul><li>They only answer one question</li><li>Their answers are vague</li><li>They resist for longer than you'd planned before they begin to cooperate</li><li>They attract the attention of those nearby</li></ul>","key":"confessor","name":"Confessor"},"counter_attack":{"requires_move":"parry","description":"<p>When you Defy Danger with Parry, take +1 forward to Hack and Slash against your attacker.</p>","key":"counter_attack","name":"Counter Attack"},"critical_hit":{"description":"<p class=\"no-indent\">When you <strong>gain a critical wound</strong>, roll+CON and subtract the number of critical wounds you have. On a 10+ choose one from the following list. On a 7-9 the GM will choose one.</p>\n<ul><li>You lose your footing</li>\n<li>You are blinded</li>\n<li>You don’t notice something important</li>\n<li>You drop something</li>\n<li>You take an additional wound</li></ul>\n<p class=\"no-indent\">On a 6- choose one from the list below. Describe your new scar and write it on your sheet.</p>\n<ul><li>You are knocked unconscious</li>\n<li>A limb is broken or maimed</li>\n<li>You gain a debility</li>\n<li>You won’t heal from resting, you need medical aid</li></ul>","key":"critical_hit","name":"Critical Hit"},"crushing_blow":{"description":"<p class=\"no-indent\">Your attacks strike with resounding force, add your STR to your damage when using melee weapons.</p>","key":"crushing_blow","name":"Crushing Blow"},"deadly_cover":{"description":"<p class=\"no-indent\">When you <strong>get a 7+ with {{suppressing_fire.name}}</strong> you gauge your enemy's reaction, gain +1 {{warrior.resource}}.</p>","key":"deadly_cover","name":"Deadly Cover"},"defend":{"description":"<p class=\"no-indent\">When you <strong>stand in defense of a person, item, or location</strong> under attack, roll+CON. On a 10+, hold 3. On a 7–9, hold 1. So long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:</p><ul><li>Redirect an attack from the thing you defend to yourself</li><li>Halve the attack's effect or damage</li><li>Open up the attacker to an ally giving that ally +1 forward against the attacker</li><li aid:pstyle=\"LastListItem\">Deal damage to the attacker equal to your level</li></ul>","key":"defend","name":"Defend"},"defy_danger":{"description":"<p class=\"no-indent\">When you <strong>act despite an imminent threat</strong> or <strong>suffer a calamity</strong>, say how you deal with it and roll. If you do it...</p><ul class=\"options-list\"><li>...by powering through, +STR</li><li>...by getting out of the way or acting fast, +DEX</li><li>...by enduring, +CON</li><li>...with quick thinking, +INT</li><li>...through mental fortitude, +WIS</li><li>...using charm and social grace, +CHA</li></ul>","key":"defy_danger","name":"Defy Danger"},"detective":{"description":"<p class=\"NoIndent\">When you <strong>get a 7+ using Discern Realities on a crime scene</strong> you also find a clue of value to you. On a 10+ this clue gives you a hunch that the GM will describe.</p>","key":"detective","name":"Detective"},"dirty_fighter":{"replaces_move":"cheap_shot","description":"<p class=\"no-indent\">When using a precise or hand weapon, your Unsuspecting Strike deals an extra +1d8 damage and all other attacks deal +1d4 damage.</p>","key":"dirty_fighter","name":"Dirty Fighter"},"discern_realities":{"description":"Discern Realities\n<p>When you <strong>closely study a situation or person</strong>, roll+WIS. On a 10+, hold 3. On a 7-9 hold 1. As the situation unfolds or as you interact with the person, spend hold to ask the GM questions from the list below.</p>\n<p>Either way, take +1 forward when acting on the answers.</p>\n<ul><li>What happened here recently?</li>\n<li>What should I be on the lookout for?</li>\n<li>What here is useful or valuable to me?</li>\n<li>What nearly escaped my notice?</li></ul>","key":"discern_realities","name":"Discern Realities"},"disguise":{"description":"<p class=\"no-indent\">When you have time and materials you can create a disguise that will fool anyone into thinking you're another creature of about the same size and shape. Your actions can give you away but your appearance won't.</p>","key":"disguise","name":"Disguise"},"dual_wield":{"description":"<p class=\"NoIndent\">When you attack with a melee weapon in each hand, add +1d4 damage to your melee attacks.</p>","key":"dual_wield","name":"Dual Wield"},"encumbrance":{"description":"<p class=\"no-indent\">When you <strong>make a move while carrying weight</strong> up to or equal to load, you're fine. When you make a move while carrying weight equal to load+1 or load+2, you take -1. When you make a move while carrying weight greater than load+2, you have a choice: drop at least 1 weight and roll at -1, or automatically fail.</p>","key":"encumbrance","name":"Encumbrance"},"end_of_session":{"name":"End of Session","description":"<p class=\"no-indent\">When you <strong>reach the end of a session</strong>, choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.</p>\n<p>If you invoked your background with the This I Know move this session, mark XP</p>\n<p>Once bonds have been updated look at your alignment or drive. If you fulfilled that alignment or drive at least once this session, mark XP. Then answer these three questions as a group:</p>\n<ul><li>Did we learn something new and important to the Inquisition?</li>\n<li>Did we overcome a notable enemy?</li>\n<li>Did we acquire a notable artifact that will be valuable to the Inquisition?</li></ul>\n<p>For each \"yes\" answer everyone marks XP.</p>","key":"end_of_session"},"experienced_eye":{"name":"Experienced Eye","description":"<p class=\"no-indent\">Your max {{classes.warrior.resource}} is now 4.</p>","key":"experienced_eye"},"explosives_expert":{"description":"<p class=\"NoIndent\">When you <strong>set up a triggered explosive</strong> say what materials on hand you're using and choose your trigger: timed, remote, proximity, thrown, etc. Roll+INT, on a 10+ the explosive works as intended. On a 7-9 choose 1, and on a 6- choose 2:</p><ul><li>It takes a bit longer to set up</li><li>You need to something extra to get it to work, the GM will tell you what</li><li>It will go off a little late (or a little early)</li><li>It isn't as powerful as you wanted</li></ul>","key":"explosives_expert","name":"Explosives Expert"},"extremely_cautious":{"replaces_move":"cautious","description":"<p class=\"no-indent\">When you use trap expert you always get +1 hold, even on a 6-. On a 12+ you get 3 hold and the next time you come near a trap the GM will immediately tell you what it does, what triggers it, who set it, and how you can use it to your advantage.</p>","key":"extremely_cautious","name":"Extremely Cautious"},"field_medic":{"description":"<p class=\"no-indent\">When you <strong>tend to someone's wounds in combat</strong> you may spend 1 {{classes.warrior.resource}} to perform your treatment instantly.</p>","key":"field_medic","name":"Field Medic"},"fighters_sense":{"description":"<p class=\"no-indent\">You always start combat with +1 {{warrior.resource}}.</p>","name":"Fighter's Sense","key":"fighters_sense"},"first_hand_experience":{"description":"<p>Your time with the Guard had you fighting a particular type of enemy of the Imperium - gain +1 to Spout Lore rolls that deal with them. Choose the type of enemy:</p><ul class=\"MoveOptions\"><li>Mutants</li><li>Xenos</li><li>Chaos</li><li>Psykers</li></ul>","key":"first_hand_experience","name":"First Hand Experience"},"grab_grenade":{"description":"<p class=\"NoIndent\">When you <strong>search your belt for a suitable grenade</strong> roll+WIS. Expend one use of your Grenade Belt and choose a grenade from this list:</p><ul class=\"MoveOptions\"><li>Frag Grenade</li><li>Fire Bomb</li><li>Stun Grenade</li><li>Smoke Grenade</li><li>Krak Grenade</li></ul><p>On a 10+ you also take +1 forward to Throw Grenade.<br />On a 6- the GM will offer you a different grenade, or the one you were searching for at a cost.</p>","key":"grab_grenade","name":"Grab Grenade"},"gunslinger":{"description":"<p class=\"NoIndent\">When you fire with a pistol in each hand, add +1d4 damage to your ranged attacks.</p>","key":"gunslinger","name":"Gunslinger"},"hack_and_slash":{"name":"Hack and Slash","description":"<p class=\"no-indent\">When you <strong>attack an enemy in melee</strong>, roll+STR. On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack. On a 7-9, you deal your damage to the enemy and the enemy makes an attack against you.</p>","key":"hack_and_slash"},"hatred":{"description":"<p class=\"no-indent\">Your hatred for a particular enemy of the Imperium runs deep. Each time you take this move, select one of the groups below and describe how your hatred took root. You take +1d4 damage ongoing against them.</p>\n<ul class=\"move-options\"><li>Xenos</li>\n<li>Criminals</li>\n<li>Daemons</li>\n<li>Psykers</li>\n<li>Mutants</li></ul>","key":"hatred","name":"Hatred"},"hold_the_line":{"description":"<p class=\"no-indent\">When you <strong>don't fall back despite imminent danger</strong> you and your allies gain +1 armor as long as you don't retreat.</p>","key":"hold_the_line","name":"Hold The Line"},"hunters_eye":{"name":"Hunter's Eye","description":"<p class=\"no-indent\">When you know your target's weakest point your ranged attacks gain +2 piercing.</p>","key":"hunters_eye"},"hunt_and_track":{"description":"<p class=\"no-indent\">When you follow a trail of clues left behind by passing creatures, roll+WIS.</p>\n<p>On a 7+, you follow the creature's trail until there's a significant change in its direction or mode of travel.</p>\n<p>On a 10+, you also choose 1:</p>\n<ul><li>Gain a useful bit of information about your quarry, the GM will tell you what</li>\n<li>Determine what caused the trail to end</li></ul>","key":"hunt_and_track","name":"Hunt And Track"},"imperial_infantrymans_uplifting_primer":{"name":"Imperial Infantryman's Uplifting Primer","description":"<p class=\"no-indent\">You gain +1 to Spout Lore rolls about war.</p>","key":"imperial_infantrymans_uplifting_primer"},"i_am_justice":{"description":"<p class=\"NoIndent\">When you <strong>give an NPC an order based on your Inquisitorial authority</strong>, roll+CHA. On a 7+, they choose one:</p><ul class=\"move-options\"><li>Do what you say</li><li>Back away cautiously, then flee</li><li>Attack you</li></ul><p>On a 10+, you also take +1 forward against them. On a 6-, they do as they please and you take -1 forward against them.</p>","key":"i_am_justice","name":"I Am Justice"},"jack_of_all_trades":{"description":"<p class=\"no-indent\">Take one more option from Advanced Training.</p>","key":"jack_of_all_trades","name":"Jack Of All Trades"},"last_breath":{"description":"<p class=\"no-indent\">When <strong>you're dying</strong> you see the darkness cloud your vision as you drift into death. Describe what thoughts or prayers spur you on and roll (don't add any stat modifiers).</p>\n<ul><li>On a 10+ you've defied the odds, and barely cling to life.</li>\n<li>On a 7-9 you live, but your brush with death takes its toll. Describe the lasting effects your body or mind take and the GM will tell you which of your characteristics you must reduce permanently by 1.</li>\n<li>On a 6-, you join the seemingly endless stream of souls to have been lost under the rule of the Imperium.</li></ul>","key":"last_breath","name":"Last Breath"},"level_up":{"description":"<p class=\"no-indent\">When you <strong>have downtime (hours or days) and XP equal to (or greater than) your current level + 7</strong>, subtract your current level +7 from your XP, increase your level by 1, and choose a new advanced move. Choose from your class or the general advanced moves.</p>\n<p>Choose one of your stats and increase it by 1 (this may change your modifier). Upgrading your Constitution increases your maximum wounds by 1. Ability scores can't go higher than 18.</p>","key":"level_up","name":"Level Up"},"lifting_the_fog":{"name":"Lifting the Fog","description":"<p class=\"no-indent\">The fog of war can mask any battle. As you witness it unfold, whenever <strong>you or someone you have a bond with takes damage</strong> gain 1 {{warrior.resource}} (Max 2). During the battle you may spend {{warrior.resources}} to:</p><ul><li>Add +1 to any of your rolls (Max +2)</li><li>Reroll a damage roll (yours or an ally's)</li></ul><p>At the end of the battle your {{warrior.resource}} resets to 0.</p>","key":"lifting_the_fog"},"local_informant":{"description":"<p>When you reach out to a local informant for specific information roll+Cha. On a 10+ you gain some intel and choose one. On a 7-9 the GM will also choose one:</p>","key":"local_informant","name":"Local Informant"},"make_camp":{"description":"<p class=\"no-indent\">When you <strong>settle in to rest</strong> consume a ration. If you're somewhere dangerous decide the watch order as well. If you have enough XP you may Level Up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.</p>","key":"make_camp","name":"Make Camp"},"medicae_training":{"description":"<p class=\"NoIndent\">When you <strong class=\"strong\">use medical supplies (bandages, medicae kits, etc) to tend to someone's wounds</strong>, use the item as normal and roll+INT. On a 10+ choose two, on a 7-9 choose one:</p>\n<ul class=\"OptionsList\"><li>Heal for an extra 1d6</li>\n<li>Don't mark off a use of the supply</li>\n<li>It takes half the time</li>\n<li>You remove a debility</li></ul>\n<p class=\"no-indent\">On a 6- you might:</p>\n<ul class=\"OptionsList\"><li>Mark off an extra use of the supply</li>\n<li>Heal for half the value, rounded down</li>\n<li class=\"LastListItem\">Take longer</li></ul>","key":"medicae_training","name":"Medicae Training"},"mighty_shot":{"description":"<p class=\"NoIndent\">You are able to see the weak points in any target, add your DEX to your damage when using ranged weapons.</p>","key":"mighty_shot","name":"Mighty Shot"},"parley":{"description":"<p class=\"no-indent\">When you have leverage on a GM Character and manipulate them, roll+CHA. Leverage is something they need or want. On a 10+, they do what you ask if you first promise what they ask of you. On a 7–9, they will do what you ask, but need some concrete assurance of your promise, right now.</p>","key":"parley","name":"Parley"},"parry":{"description":"<p class=\"no-indent\">When you <strong>use your weapon to deflect an incoming melee attack</strong>, take +1 to Defy Danger. On a 10+ deal your level in damage to your attacker.</p>","key":"parry","name":"Parry"},"punish_weakness":{"description":"<p class=\"no-indent\">When you <strong>get a 10+ with {{hack_and_slash.name}} or {{aim_and_fire.name}}</strong> you may spend 1 {{warrior.resource}} to ignore armor and add {{{tag \"+1 rending\"}}} to your attack.</p>","key":"punish_weakness","name":"Punish Weakness"},"rapid_reload":{"description":"<p class=\"no-indent\">When you <strong>attempt to reload quickly roll+DEX</strong>. On a 10+ you reload your weapon instantly - reset its uses and reduce your ammo by one. On a 7-9 the same in addition to what that the GM says. On a 6- you fumble your reload.</p>","key":"rapid_reload","name":"Rapid Reload"},"recover":{"description":"<p class=\"no-indent\">When you <strong>do nothing but rest in comfort and safety</strong> after a day of rest you recover all your wounds. After three days of rest you remove one debility of your choice. If you're under the care of a healer (chirurgeon or otherwise) you heal a debility for every two days of rest instead.</p>","key":"recover","name":"Recover"},"reload":{"description":"<p class=\"no-indent\">When you <strong>take a moment to reload your weapon</strong> reset your weapon's uses and expend 1 ammo.</p>","explanation":"<p>Once a character has expended all the uses of their weapon they need to reload. This isn't assumed, the players have to explicitly say they take a moment to reload. How long it takes is up to the GM, and reloading certainly counts as a prime opportunity for a GM move.</p>","key":"reload","name":"Reload"},"sacrifishield":{"description":"When you take damage you can choose to have your shield take the damage instead, destroying it.","key":"sacrifishield","name":"Sacrifishield"},"saw_it_comin":{"name":"Saw It Comin'","description":"<p class=\"no-indent\">When you <strong>take damage</strong> you may spend 1 {{classes.warrior.resource}} to negate it. Describe how you anticipated the attack and what you did to avoid it.</p>","key":"saw_it_comin"},"serious_underdog":{"replaces_move":"underdog","description":"<p class=\"no-indent\">You have +1 armor. When you're outnumbered, you have +2 armor instead.</p>","key":"serious_underdog","name":"Serious Underdog"},"shield_of_the_imperium":{"name":"Shield of the Imperium","description":"<p class=\"no-indent\">You always gain +1 hold when using Defend, even on a 6-.</p>","key":"shield_of_the_imperium"},"shield_wall":{"description":"When your allies take cover behind your shield, they gain the armor benefit of your shield.","key":"shield_wall","name":"Shield Wall"},"shield_weapon":{"description":"You expertly wield your shield as part of your offense. Add your shield's armor to your melee damage.","key":"shield_weapon","name":"Shield Weapon"},"silent_strike":{"description":"Your Unsuspecting Strike also prevents your target from raising the alarm, describe how.","key":"silent_strike","name":"Silent Strike"},"sniper_shot":{"description":"<p class=\"no-indent\">When you <strong>successfully hit someone with {{called_shot.name}}</strong> your limb shots gain the {{{tag \"messy\"}}} and {{{tag \"forceful\"}}} tags and your head shots gain the Tearing tag.</p>","key":"sniper_shot","name":"Sniper Shot"},"spout_lore":{"description":"<p class=\"no-indent\">When you <strong>consult your accumulated knowledge about something</strong>, roll+INT. On a 10+ the GM will tell you something interesting and useful about the subject relevant to your situation. On a 7–9 the GM will only tell you something interesting—it’s on you to make it useful. The GM might ask you “How do you know this?” Tell them the truth, now.</p>","key":"spout_lore","name":"Spout Lore"},"supply":{"description":"<p class=\"no-indent\">When you <strong>go to buy something with thrones on hand</strong>, if it's something readily available in the settlement you're in, you can buy it at market price. If it's something special, beyond what's usually available here, or non-mundane, roll+Cha. On a 10+ you find what you're looking for at a fair price. On a 7-9 you'll have to pay more or settle for something similar.</p>","key":"supply","name":"Supply"},"suppressing_fire":{"description":"<p class=\"no-indent\">When you <strong>fire a weapon at one or more targets to suppress them</strong>, roll+DEX and expend 1 use of your weapon. On a hit the target's morale is tested: they might dive for cover, falter, or attempt to flee. Your allies gain +1 forward against them. On a 10+ you also deal your damage.</p>","explanation":"<p>If you're shooting at the enemy for almost any effect other than to deal damage, you're likely using suppressing fire. You might still land a few shots, but what you're trying to do is keep heads down so your allies can take advantage.</p>","key":"suppressing_fire","name":"Suppressing Fire"},"tactical_advantage":{"description":"<p class=\"no-indent\">Each battle is different and requires a different approach. At the start of each battle, decide which tactic you are actively employing.</p><ul><li><strong>Defensive</strong>: As long as you don't attempt to gain ground, you gain +1 to all Defy Danger rolls</li><li><strong>Reactive</strong>: Whenever you are attacked, you can immediately respond and take +1 forward</li><li><strong>Reckless</strong>: You deal +1d4 damage and take +1d4 damage</li><li><strong>Precise</strong>: While you remain focused on a single target, you gain +2 piercing against them</li></ul>","key":"tactical_advantage","name":"Tactical Advantage"},"tactical_decision":{"description":"<p class=\"no-indent\">You may spend 1 {{warrior.resource}} to change your {{tactical_advantage.name}} choice.</p>","key":"tactical_decision","name":"Tactical Decision"},"take_them_alive":{"description":"<p class=\"no-indent\">When you <strong>bring an enemy to 0 HP and attempt to disable them</strong> instead of killing them, describe how and roll+STR. On a 10+ they are incapcitated in the way you describe. On a 7-9 the same but they get one last attack in.</p>","key":"take_them_alive","name":"Take Them Alive"},"take_watch":{"description":"<p class=\"no-indent\">When <strong>you're on watch and something approaches the camp</strong> roll+Wis. On a 10+ you're able to wake the camp and prepare a response, the camp takes +1 forward. On a 7-9 you react just a moment too late; the camp is awake but hasn't had time to prepare. You have weapons and armor but little else. On a miss whatever lurks outside the campfire's light has the drop on you.</p>","key":"take_watch","name":"Take Watch"},"targeted_investigation":{"description":"When you put the word out that you're after a specific person or organization before pursuing them, roll+CHA. On a 10+ hold 2, on a 7-9 hold 1. You may spend hold to get an automatic 10+ on rolls that directly involve your target. Proceed with caution, they know you're coming.","key":"targeted_investigation","name":"Targeted Investigation"},"tech_use":{"name":"Tech-Use","description":"<p>When you <strong>attempt to use or fix a complicated piece of technology</strong> roll+INT. On a 10+ you do what you set out to do and choose two. On a 7-9 the same, but choose one:</p>\n<ul><li>It takes longer than you'd planned</li>\n<li>You have to cannibalize some equipment on hand, the GM will tell you what</li>\n<li>You get a lesser result than you intended, the GM will tell you what</li></ul>","key":"tech_use"},"this_i_know":{"description":"<p class=\"no-indent\">Once per session, you may <strong>invoke your Background to reroll a move</strong>. To invoke your Background you must describe how your character's experience or a specific event would have helped you in the current situation. The GM and the players at the table have to agree, so the more details the better.</p>","key":"this_i_know","name":"This I Know"},"this_ones_mine":{"name":"This One's Mine","description":"<p>When you call out a target as your own, you deal +2d4 ongoing to them. This lasts until an ally attacks them, you attack someone else, or the target is defeated. While this is active you deal -4 damage to other targets and your allies deal -2 damage to your named target.</p>","key":"this_ones_mine"},"throw_grenade":{"description":"<p class=\"no-indent\">When you <strong>prime and throw a grenade</strong>, roll+DEX. On a 10+, the grenade lands where you aimed. On a 7-9 choose one:</p><ul>\n<li>The grenade lands where you aimed but you have to move to make the throw placing you or someone else in danger as described by the GM</li>\n<li>The grenade only lands near where you aimed, for a reduced or unexpected effect as described by the GM</li></ul>","explanation":"<p>Pulling out a grenade and chucking it can all be done in one motion, but only if you have a grenade on hand. As a GM, the 7-9 results give you a lot of opportunity for interesting hard moves, don't be afraid to use them. A wily cultist might see an Acolyte fumbling for a grenade as a perfect opportunity to charge them. A grenade might fall short and deal half damage, or it might catch an ally in its blast. Explosives can also change the landscape of the battlefield by creating firewalls, caving in walls, making craters, or destroying cover.</p>","key":"throw_grenade","name":"Throw Grenade"},"tome_of_war":{"name":"Tome of War","description":"<p class=\"no-indent\">You know war and fighting. Gain +1 on any {{spout_lore.name}} rolls that deal with past battles, renowned heroes, weapons, or armor.</p>","key":"tome_of_war"},"torturer":{"description":"When you roll a 7+ with Confessor you may choose to select zero options from the list. If you do so, roll+Int – on a 6- your captive dies.","key":"torturer","name":"Torturer"},"trap_expert":{"description":"<p class=\"no-indent\">When you spend a moment to survey a dangerous area, roll+DEX.</p><p class=\"no-indent\">On a 10+, hold 3.</p><p class=\"no-indent\">On a 7-9, hold 1. Spend your hold as you walk through the area to ask these questions:</p><ul><li>Is there a trap or alarm here and if so, what activates it?</li>\n<li>What does it do when activated?</li>\n<li>What else is hidden here?</li></ul>","key":"trap_expert","name":"Trap Expert"},"tricks_of_the_trade":{"description":"<p class=\"no-indent\">When you pick locks or pockets or disable traps, roll+DEX.</p>\n<p class=\"no-indent\">On a 10+, you do it, no problem.</p>\n<p>On a 7-9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.</p>","key":"tricks_of_the_trade","name":"Tricks Of The Trade"},"underdog":{"description":"<p class=\"no-indent\">When you're outnumbered, you have +1 armor.</p>","key":"underdog","name":"Underdog"},"undertake_a_perilous_journey":{"description":"<p class=\"no-indent\">When you <strong>travel through hostile territory</strong>, choose one member of the party to act as trailblazer, one to scout ahead, and one to be quartermaster (the same character cannot have two jobs). If you don't have enough party members or choose not to assign a job, treat that job as if it had rolled a 6. Each character with a job to do rolls+Wis. On a 10+ the quartermaster reduces the number of rations required by one. On a 10+ the trailblazer reduces the amount of time it takes to reach your destination (the GM will say by how much). On a 10+ the scout will spot any trouble quick enough to let you get the drop on it. On a 7-9 each roles performs their job as expected: the normal number of rations are consumed, the journey takes about as long as expected, no one gets the drop on you but you don't get the drop on them either.</p>","key":"undertake_a_perilous_journey","name":"Undertake A Perilous Journey"},"unsuspecting_strike":{"name":"Unsuspecting Strike","description":"<p>When you <strong>get close to your target to make a surprise attack</strong>, roll+DEX if you use stealth or speed, or roll+CHA if you use deception or charm.\nOn a 10+ choose two.\nOn a 7-9 choose one.</p><ul class=\"move-options\" class=\"MoveOptions\"><li>You don't get into melee with them</li><li>You deal your damage+1d6</li><li>You create an advantage, +1 forward to you or an ally acting on it</li><li>Reduce their armor by 1 until they repair it</li></ul>","key":"unsuspecting_strike"},"veterans_sense":{"name":"Veteran's Sense","replaces_move":"fighters_sense","description":"<p class=\"no-indent\">You always start combat with +2 {{classes.warrior.resource}}.</p>","key":"veterans_sense"},"vindicare_shot":{"requires_move":"sniper_shot","description":"<p class=\"no-indent\">When using Called Shot all your attacks gain the messy, forceful, and tearing tags.</p>","key":"vindicare_shot","name":"Vindicare Shot"},"vipers_fangs":{"replaces_move":"vipers_strike","description":"<p class=\"no-indent\">When you strike an enemy with two weapons at once, add an extra 1d8 damage for your off-hand strike.</p>","key":"vipers_fangs","name":"Vipers Fangs"},"vipers_strike":{"name":"Viper's Strike","description":"<p class=\"no-indent\">When you strike an enemy with two weapons at once, add an extra 1d4 damage for your off-hand strike.</p>","key":"vipers_strike"},"your_eyes_betray_you":{"description":"When you <strong>listen closely to someone</strong> roll+WIS. On 7-9 the GM will tell you one thing they're lying about – if anything. On a 10+ the same and take +1 forward when acting on that information or against that person.","key":"your_eyes_betray_you","name":"Your Eyes Betray You"}},"equipment":{"auspex":{"description":"A hand-held scanning device capable of reading various signatures through a solid surface. The range is fairly limited and it might not always give the most detailed readouts.","tags":["1 weight"],"key":"auspex","name":"Auspex"},"axe":{"tags":["close","8 thrones","1 weight"],"key":"axe","name":"Axe"},"bandages":{"description":"When you have a few minutes to bandage someone else’s wounds, heal them of 4 damage and expend a use.","tags":["3 uses","slow","5 thrones","0 weight"],"key":"bandages","name":"Bandages"},"box_of_ammo":{"tags":["3 ammo","1 throne","1 weight"],"name":"Box of Ammo","key":"box_of_ammo"},"carapace_armor":{"tags":["3 armor","worn","clumsy","4 weight","350 thrones"],"key":"carapace_armor","name":"Carapace Armor"},"chainsword":{"tags":["close","tearing","1 rending","rare","2 weight"],"key":"chainsword","name":"Chainsword"},"club":{"tags":["close","1 throne","2 weight"],"key":"club","name":"Club"},"dagger":{"tags":["hand","2 thrones","1 weight"],"key":"dagger","name":"Dagger"},"data_slate":{"description":"When your data slate contains just the right file for the subject you’re spouting lore on, consult the file, mark off a use, and take +1 to your roll.","tags":["5 uses","10 thrones","1 weight"],"key":"data_slate","name":"Data Slate"},"double_barreled_shotgun":{"tags":["close","near","far","scatter","1 use","35 thrones","2 weight"],"name":"Double-barreled shotgun","key":"double_barreled_shotgun"},"dueling_rapier":{"tags":["close","precise","25 thrones","1 weight"],"key":"dueling_rapier","name":"Dueling Rapier"},"field_gear":{"tags":["5 uses","20 thrones","1 weight"],"description":"Field gear is a collection of useful mundane items such as chalk, poles, spikes, ropes, etc. When you rummage through your field gear for some useful mundane item, you find what you need and mark off a use.","key":"field_gear","name":"Field Gear"},"field_rations":{"description":"You can eat it","tags":["1 weight"],"key":"field_rations","name":"Field Rations"},"fire_bomb":{"tags":["d6 damage","Reach radius"],"description":"This device not only ignites a fiery explosion on impact, it also covers the area in fire for a short period of time.","key":"fire_bomb","name":"Fire Bomb"},"flak_armor":{"description":"Used where violence is inevitable.","tags":["2 armor","2 weight","50 thrones","worn"],"key":"flak_armor","name":"Flak Armor"},"frag_grenade":{"tags":["2d6 damage","Close radius"],"description":"Frag grenades sent out a savage spray of shrapnel perfect for tearing through enemy personnel.","key":"frag_grenade","name":"Frag Grenade"},"grapnel":{"description":"This small device hooks onto the wearer's belt and shoots out a magnetic hook to greatly assist in climbing or descending steep terrain.","tags":["0 weight"],"key":"grapnel","name":"Grapnel"},"halberd":{"tags":["reach","+1 damage","two-handed","9 thrones","2 weight"],"key":"halberd","name":"Halberd"},"krak_grenade":{"tags":["2d4 damage","+2 piercing","Hand radius","1 rending"],"description":"Krak grenades are designed to punch through thick walls and robust armor. Perfect against fortified positions, vehicles, and heavily armored foes.","key":"krak_grenade","name":"Krak Grenade"},"lasgun":{"tags":["near","far","long","4 uses","40 thrones","2 weight"],"key":"lasgun","name":"Lasgun"},"laspistol":{"tags":["near","far","3 uses","15 thrones","1 weight"],"key":"laspistol","name":"Laspistol"},"leather_armor":{"description":"Simple leather armor.","tags":["1 armor","1 weight","worn","10 thrones"],"key":"leather_armor","name":"Leather Armor"},"leather_armor_aka":{"name":"Leather Armor, Chainmail","tags":["1 armor","1 weight","worn","10 thrones"],"key":"leather_armor_aka"},"leather_armor_tags":["1 armor","1 weight","worn","10 thrones"],"long_sword_aka":{"tags":["close","+1 damage","15 thrones","2 weight"],"name":"Long Sword, Battleaxe, Warhammer","key":"long_sword_aka"},"long_sword_tags":["close","+1 damage","15 thrones","2 weight"],"m36_lasgun":{"name":"M36 Lasgun","tags":["near","far","long","4 uses","+1 damage","60 thrones","2 weight"],"key":"m36_lasgun"},"medicae_kit":{"description":"When you carefully treat someone's wounds with a medicae kit, heal them of 7 wounds and expend a use.","tags":["2 uses","slow","10 thrones","1 weight"],"key":"medicae_kit","name":"Medicae Kit"},"micro_bead":{"description":"A smaller more discreet version of the vox unit that tucks into the ear of its wearer.","name":"Micro-bead","tags":["0 weight"],"key":"micro_bead"},"pump_action_shotgun":{"tags":["close","near","far","scatter","4 uses","55 thrones","2 weight"],"name":"Pump action shotgun","key":"pump_action_shotgun"},"rapier":{"tags":["close","precise","25 thrones","1 weight"],"key":"rapier","name":"Rapier"},"shield":{"name":"Shield","tags":["+1 armor","1 weight","worn"],"description":"A simple shield used to parry and block enemy fire and blows","key":"shield"},"shock_maul":{"name":"Shock Maul","tags":["close","shocking","12 thrones","1 weight"],"key":"shock_maul"},"short_sword":{"tags":["close","8 thrones","1 weight"],"key":"short_sword","name":"Short Sword"},"short_sword_aka":{"tags":["close","8 thrones","1 weight"],"name":"Short Sword, Axe, Mace","key":"short_sword_aka"},"short_sword_tags":["close","8 thrones","1 weight"],"siege_auspex":{"description":"The siege auspex is the more advanced version of the regular auspex, with an increase range, more detailed readings, and more signatures to scan for.","tags":["2 weight"],"key":"siege_auspex","name":"Siege Auspex"},"smoke_grenade":{"tags":["Near radius"],"description":"Covers an area in dense smoke for 2d4 minutes","key":"smoke_grenade","name":"Smoke Grenade"},"spear":{"tags":["reach","thrown","near","5 thrones","1 weight"],"key":"spear","name":"Spear"},"stub_revolver":{"description":"Bang bang","tags":["1 weight","2 uses","long","reach","close"],"key":"stub_revolver","name":"Stub Revolver"},"stun_grenade":{"description":"Emits a loud noise and a bright flash, temporarily disabling or confusing those caught in the blast.","tags":["Reach radius"],"key":"stun_grenade","name":"Stun Grenade"},"throwing_dagger":{"tags":["thrown","near","1 throne","0 weight"],"key":"throwing_dagger","name":"Throwing Dagger"},"vox_caster":{"description":"A more powerful vox unit that allows its user to boost the signal to reach ships in orbit of a planet. It has a more robust encryption method than the regular vox unit.","tags":["2 weight"],"key":"vox_caster","name":"Vox Caster"},"vox_unit":{"description":"A communication device that allows you to talk to others nearby on the same frequency. Has some basic encryption available.","tags":["1 weight"],"key":"vox_unit","name":"Vox Unit"},"warhammer":{"description":"Hits hard","tags":["close","+1 damage","15 thrones","2 weight"],"key":"warhammer","name":"Warhammer"}}}