@opencharacter/awn-core 0.1.0 → 0.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +48 -3
- package/content/edges/educated.yaml +11 -0
- package/content/edges/focused.yaml +1 -0
- package/content/edges/forged-by-fire.yaml +1 -0
- package/content/edges/hardened-genetics.yaml +1 -0
- package/content/edges/mutant.yaml +17 -0
- package/content/edges/mutation-acceleration.yaml +24 -0
- package/content/edges/prodigy.yaml +1 -0
- package/content/foci/unstable-mutant.yaml +14 -0
- package/content/mutation-categories/cognition.yaml +2 -0
- package/content/mutation-categories/exotic.yaml +2 -0
- package/content/mutation-categories/hybrid.yaml +2 -0
- package/content/mutation-categories/pseudo-psychic.yaml +2 -0
- package/content/mutation-categories/sense.yaml +2 -0
- package/content/mutation-categories/structure.yaml +2 -0
- package/content/mutations/cognition/augmented-cognition.yaml +1 -1
- package/content/mutations/cognition/ballistic-calculator.yaml +1 -1
- package/content/mutations/cognition/eidetic-memory.yaml +1 -1
- package/content/mutations/cognition/internal-map.yaml +1 -1
- package/content/mutations/cognition/intuitive-leap.yaml +1 -1
- package/content/mutations/cognition/memory-eater.yaml +1 -1
- package/content/mutations/cognition/mental-bifurcation.yaml +1 -1
- package/content/mutations/cognition/mind-over-body.yaml +1 -1
- package/content/mutations/cognition/omniglot.yaml +1 -1
- package/content/mutations/cognition/predictive-analysis.yaml +1 -1
- package/content/mutations/exotic/chameleon-field.yaml +1 -1
- package/content/mutations/exotic/electrical-generation.yaml +1 -1
- package/content/mutations/exotic/hemovore.yaml +1 -1
- package/content/mutations/exotic/image-projection.yaml +1 -1
- package/content/mutations/exotic/metamorph.yaml +1 -1
- package/content/mutations/exotic/molecular-phasing.yaml +1 -1
- package/content/mutations/exotic/natural-projectiles.yaml +1 -1
- package/content/mutations/exotic/pheromone-cloud.yaml +1 -1
- package/content/mutations/exotic/photon-manipulation.yaml +1 -1
- package/content/mutations/exotic/sound-generation.yaml +1 -1
- package/content/mutations/hybrid/aquatic-adaptation.yaml +1 -1
- package/content/mutations/hybrid/arboreal-aptitude.yaml +1 -1
- package/content/mutations/hybrid/centauroid.yaml +1 -1
- package/content/mutations/hybrid/crushing-jaws.yaml +1 -1
- package/content/mutations/hybrid/digitigrade-legs.yaml +1 -1
- package/content/mutations/hybrid/functional-wings.yaml +1 -1
- package/content/mutations/hybrid/prehensile-limb.yaml +1 -1
- package/content/mutations/hybrid/savage-claws.yaml +1 -1
- package/content/mutations/hybrid/thick-hide.yaml +1 -1
- package/content/mutations/hybrid/venom-glands.yaml +1 -1
- package/content/mutations/pseudo-psychic/force-field.yaml +1 -1
- package/content/mutations/pseudo-psychic/induce-confusion.yaml +1 -1
- package/content/mutations/pseudo-psychic/limited-precognition.yaml +1 -1
- package/content/mutations/pseudo-psychic/mental-domination.yaml +1 -1
- package/content/mutations/pseudo-psychic/mind-reader.yaml +1 -1
- package/content/mutations/pseudo-psychic/neural-lockdown.yaml +1 -1
- package/content/mutations/pseudo-psychic/panic-wave.yaml +1 -1
- package/content/mutations/pseudo-psychic/spatial-displacement.yaml +1 -1
- package/content/mutations/pseudo-psychic/telekinetic-reach.yaml +1 -1
- package/content/mutations/pseudo-psychic/thermokinesis.yaml +1 -1
- package/content/mutations/sense/accelerated-perception.yaml +1 -1
- package/content/mutations/sense/acute-hearing.yaml +1 -1
- package/content/mutations/sense/acute-olfaction.yaml +1 -1
- package/content/mutations/sense/echolocation.yaml +1 -1
- package/content/mutations/sense/empathic-sensitivity.yaml +1 -1
- package/content/mutations/sense/night-vision.yaml +1 -1
- package/content/mutations/sense/panoptic-vision.yaml +1 -1
- package/content/mutations/sense/tactile-analysis.yaml +1 -1
- package/content/mutations/sense/telescopic-sight.yaml +1 -1
- package/content/mutations/sense/thermal-vision.yaml +1 -1
- package/content/mutations/structure/augmented-muscle.yaml +1 -1
- package/content/mutations/structure/explosive-exertion.yaml +1 -1
- package/content/mutations/structure/hypercontortion.yaml +1 -1
- package/content/mutations/structure/improved-joints.yaml +1 -1
- package/content/mutations/structure/leaper.yaml +1 -1
- package/content/mutations/structure/redundant-organs.yaml +1 -1
- package/content/mutations/structure/regenerator.yaml +1 -1
- package/content/mutations/structure/reinforced-tissues.yaml +1 -1
- package/content/mutations/structure/sealed-systems.yaml +1 -1
- package/content/mutations/structure/stamina-reserves.yaml +1 -1
- package/content/prepared/backpack.yaml +5 -0
- package/content/prepared/binoculars.yaml +4 -0
- package/content/prepared/camping-kit.yaml +4 -0
- package/content/prepared/cash.yaml +4 -0
- package/content/prepared/cold-weather-clothes.yaml +5 -0
- package/content/prepared/criminal-firearm.yaml +7 -0
- package/content/prepared/first-aid-kit.yaml +4 -0
- package/content/prepared/flashlight.yaml +4 -0
- package/content/prepared/heavy-pistol.yaml +7 -0
- package/content/prepared/knife.yaml +5 -0
- package/content/prepared/laptop.yaml +4 -0
- package/content/prepared/light-pistol.yaml +7 -0
- package/content/prepared/lighters.yaml +4 -0
- package/content/prepared/lockpick-kit.yaml +4 -0
- package/content/prepared/preserved-food.yaml +4 -0
- package/content/prepared/profession-item.yaml +4 -0
- package/content/prepared/purification-tablets.yaml +4 -0
- package/content/prepared/radio.yaml +4 -0
- package/content/prepared/rifle.yaml +7 -0
- package/content/prepared/shotgun.yaml +7 -0
- package/content/prepared/sleeping-bag.yaml +4 -0
- package/content/prepared/smartphone.yaml +4 -0
- package/content/prepared/solar-charger.yaml +4 -0
- package/content/prepared/tent.yaml +4 -0
- package/content/prepared/toolkit.yaml +4 -0
- package/content/prepared/walkie-talkies.yaml +5 -0
- package/content/prepared/water-purifier.yaml +4 -0
- package/content/weapons/primitive-bow.yaml +1 -0
- package/dist/i18n/en.js +1 -1
- package/dist/i18n/en.json +101 -34
- package/dist/index.js +1 -1
- package/dist/release.json +2008 -1434
- package/i18n/en/content.yaml +49 -0
- package/i18n/en/core.yaml +52 -34
- package/pack.yaml +2 -2
- package/package.json +2 -2
- package/rules/advancement.yaml +41 -42
- package/rules/backgrounds.yaml +17 -16
- package/rules/checks.yaml +5 -1
- package/rules/combat.yaml +1 -1
- package/rules/creation.yaml +71 -25
- package/rules/features.yaml +9 -4
- package/rules/gear.yaml +20 -1
- package/rules/layout.yaml +2 -0
- package/rules/mutations.yaml +50 -26
- package/rules/skills.yaml +8 -4
- package/rules/starting-equipment.yaml +24 -101
- package/rules/tags.yaml +13 -0
package/dist/i18n/en.js
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// Generated by pnpm build:packs. Do not edit.
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export default {"backgrounds.courtesan.name":"Courtesan","backgrounds.crafter.name":"Crafter","backgrounds.diplomat.name":"Diplomat","backgrounds.entertainer.name":"Entertainer","backgrounds.farmer.name":"Farmer","backgrounds.healer.name":"Healer","backgrounds.hunter.name":"Hunter","backgrounds.noble.name":"Noble","backgrounds.outcast.name":"Outcast","backgrounds.priest.name":"Priest","backgrounds.raider.name":"Raider","backgrounds.rider.name":"Rider","backgrounds.savage.name":"Savage","backgrounds.scavenger.name":"Scavenger","backgrounds.scholar.name":"Scholar","backgrounds.scout.name":"Scout","backgrounds.slave.name":"Slave","backgrounds.trader.name":"Trader","backgrounds.wanderer.name":"Wanderer","backgrounds.warrior.name":"Warrior","edges.beacon-of-hope.name":"Beacon of Hope","edges.comrade.name":"Comrade","edges.educated.name":"Educated","edges.focused.name":"Focused","edges.ghost.name":"Ghost","edges.hard-to-kill.name":"Hard to Kill","edges.killing-blow.name":"Killing Blow","edges.masterful-expertise.name":"Masterful Expertise","edges.on-target.name":"On Target","edges.prodigy.name":"Prodigy","edges.survivors-fortune.name":"Survivor's Fortune","edges.veterans-luck.name":"Veteran's Luck","edges.hardened-genetics.name":"Hardened Genetics","edges.mutant.name":"Mutant","edges.mutation-acceleration.name":"Mutation Acceleration","edges.systemic-immunity.name":"Systemic Immunity","edges.theyre-here.name":"They're Here","edges.cold-blood.name":"Cold Blood","edges.faceless.name":"Faceless","edges.forged-by-fire.name":"Forged By Fire","edges.prodigy.choices.attribute.prompt":"Attribute that becomes 18","edges.prodigy.prerequisites.not-underdog":"Not an underdog","edges.hardened-genetics.choices.attribute.prompt":"Attribute modifier +1","edges.hardened-genetics.prerequisites.not-mutant":"Not a mutant","edges.mutant.choices.penalty.prompt":"Attribute modifier -1","edges.mutation-acceleration.prerequisites.mutant":"Mutant","foci.alert.name":"Alert","foci.apex-predator.name":"Apex Predator","foci.armsmaster.name":"Armsmaster","foci.assassin.name":"Assassin","foci.authority.name":"Authority","foci.close-combatant.name":"Close Combatant","foci.deadeye.name":"Deadeye","foci.diplomat.name":"Diplomat","foci.gray-man.name":"Gray Man","foci.healer.name":"Healer","foci.henchkeeper.name":"Henchkeeper","foci.iron-stomach.name":"Iron Stomach","foci.natural-immunity.name":"Natural Immunity","foci.pathfinder.name":"Pathfinder","foci.road-warrior.name":"Road Warrior","foci.robot-whisperer.name":"Robot Whisperer","foci.scrapsmith.name":"Scrapsmith","foci.shocking-assault.name":"Shocking Assault","foci.skilled-combat-rider.name":"Skilled Combat Rider","foci.slippery.name":"Slippery","foci.snipers-eye.name":"Sniper's Eye","foci.spark-of-brilliance.name":"Spark of Brilliance","foci.specialist.name":"Specialist","foci.strong-back.name":"Strong Back","foci.survivalist.name":"Survivalist","foci.tinker.name":"Tinker","foci.unarmed-combatant.name":"Unarmed Combatant","foci.unnumbered-friends.name":"Unnumbered Friends","foci.unstable-mutant.name":"Unstable Mutant","foci.unique-gift.name":"Unique Gift","foci.whirlwind-assault.name":"Whirlwind Assault","foci.zombie-smasher.name":"Zombie Smasher","foci.specialist.choices.skill.prompt":"Skill","foci.specialist.choices.skill.options.administer.name":"Administer","foci.specialist.choices.skill.options.connect.name":"Connect","foci.specialist.choices.skill.options.drive.name":"Drive","foci.specialist.choices.skill.options.exert.name":"Exert","foci.specialist.choices.skill.options.fix.name":"Fix","foci.specialist.choices.skill.options.heal.name":"Heal","foci.specialist.choices.skill.options.know.name":"Know","foci.specialist.choices.skill.options.lead.name":"Lead","foci.specialist.choices.skill.options.notice.name":"Notice","foci.specialist.choices.skill.options.perform.name":"Perform","foci.specialist.choices.skill.options.program.name":"Program","foci.specialist.choices.skill.options.sneak.name":"Sneak","foci.specialist.choices.skill.options.survive.name":"Survive","foci.specialist.choices.skill.options.talk.name":"Talk","foci.specialist.choices.skill.options.trade.name":"Trade","foci.specialist.choices.skill.options.work.name":"Work","foci.unstable-mutant.prerequisites.mutant":"Mutant","templates.unarmed-combatant.name":"{base} (Unarmed Combatant)","mutations.structure.augmented-muscle.name":"Augmented Muscle","mutations.structure.explosive-exertion.name":"Explosive Exertion","mutations.structure.hypercontortion.name":"Hypercontortion","mutations.structure.improved-joints.name":"Improved Joints","mutations.structure.leaper.name":"Leaper","mutations.structure.redundant-organs.name":"Redundant Organs","mutations.structure.regenerator.name":"Regenerator","mutations.structure.reinforced-tissues.name":"Reinforced Tissues","mutations.structure.sealed-systems.name":"Sealed Systems","mutations.structure.stamina-reserves.name":"Stamina Reserves","mutations.sense.accelerated-perception.name":"Accelerated Perception","mutations.sense.acute-hearing.name":"Acute Hearing","mutations.sense.acute-olfaction.name":"Acute Olfaction","mutations.sense.echolocation.name":"Echolocation","mutations.sense.empathic-sensitivity.name":"Empathic Sensitivity","mutations.sense.night-vision.name":"Night Vision","mutations.sense.panoptic-vision.name":"Panoptic Vision","mutations.sense.tactile-analysis.name":"Tactile Analysis","mutations.sense.telescopic-sight.name":"Telescopic Sight","mutations.sense.thermal-vision.name":"Thermal Vision","mutations.hybrid.aquatic-adaptation.name":"Aquatic Adaptation","mutations.hybrid.arboreal-aptitude.name":"Arboreal Aptitude","mutations.hybrid.centauroid.name":"Centauroid","mutations.hybrid.crushing-jaws.name":"Crushing Jaws","mutations.hybrid.digitigrade-legs.name":"Digitigrade Legs","mutations.hybrid.functional-wings.name":"Functional Wings","mutations.hybrid.prehensile-limb.name":"Prehensile Limb","mutations.hybrid.savage-claws.name":"Savage Claws","mutations.hybrid.thick-hide.name":"Thick Hide","mutations.hybrid.venom-glands.name":"Venom Glands","mutations.cognition.augmented-cognition.name":"Augmented Cognition","mutations.cognition.ballistic-calculator.name":"Ballistic Calculator","mutations.cognition.eidetic-memory.name":"Eidetic Memory","mutations.cognition.internal-map.name":"Internal Map","mutations.cognition.intuitive-leap.name":"Intuitive Leap","mutations.cognition.memory-eater.name":"Memory Eater","mutations.cognition.mental-bifurcation.name":"Mental Bifurcation","mutations.cognition.mind-over-body.name":"Mind Over Body","mutations.cognition.omniglot.name":"Omniglot","mutations.cognition.predictive-analysis.name":"Predictive Analysis","mutations.pseudo-psychic.force-field.name":"Force Field","mutations.pseudo-psychic.induce-confusion.name":"Induce Confusion","mutations.pseudo-psychic.limited-precognition.name":"Limited Precognition","mutations.pseudo-psychic.mental-domination.name":"Mental Domination","mutations.pseudo-psychic.mind-reader.name":"Mind Reader","mutations.pseudo-psychic.neural-lockdown.name":"Neural Lockdown","mutations.pseudo-psychic.panic-wave.name":"Panic Wave","mutations.pseudo-psychic.spatial-displacement.name":"Spatial Displacement","mutations.pseudo-psychic.telekinetic-reach.name":"Telekinetic Reach","mutations.pseudo-psychic.thermokinesis.name":"Thermokinesis","mutations.exotic.chameleon-field.name":"Chameleon Field","mutations.exotic.electrical-generation.name":"Electrical Generation","mutations.exotic.hemovore.name":"Hemovore","mutations.exotic.image-projection.name":"Image Projection","mutations.exotic.metamorph.name":"Metamorph","mutations.exotic.molecular-phasing.name":"Molecular Phasing","mutations.exotic.natural-projectiles.name":"Natural Projectiles","mutations.exotic.pheromone-cloud.name":"Pheromone Cloud","mutations.exotic.photon-manipulation.name":"Photon Manipulation","mutations.exotic.sound-generation.name":"Sound Generation","mutations.cognition.augmented-cognition.choices.attribute.prompt":"Attribute modifier +1","mutations.cognition.predictive-analysis.choices.attribute.prompt":"Attribute modifier +1","negative-mutations.animalistic-mentality.name":"Animalistic Mentality","negative-mutations.anosmia.name":"Anosmia","negative-mutations.awkward-mouth.name":"Awkward Mouth","negative-mutations.bestial-hunger.name":"Bestial Hunger","negative-mutations.bleeder.name":"Bleeder","negative-mutations.blindness.name":"Blindness","negative-mutations.chronic-seizures.name":"Chronic Seizures","negative-mutations.clumsy-paws.name":"Clumsy Paws","negative-mutations.constant-secretions.name":"Constant Secretions","negative-mutations.deafness.name":"Deafness","negative-mutations.deficient-polycephaly.name":"Deficient Polycephaly","negative-mutations.distorted-speech.name":"Distorted Speech","negative-mutations.distracted-mind.name":"Distracted Mind","negative-mutations.energy-sink.name":"Energy Sink","negative-mutations.feeble-joints.name":"Feeble Joints","negative-mutations.feral-mind.name":"Feral Mind","negative-mutations.fragile-system.name":"Fragile System","negative-mutations.glowbug.name":"Glowbug","negative-mutations.hemovore.name":"Hemovore","negative-mutations.insensate-flesh.name":"Insensate Flesh","negative-mutations.light-sensitivity.name":"Light Sensitivity","negative-mutations.loose-limbs.name":"Loose Limbs","negative-mutations.low-resistances.name":"Low Resistances","negative-mutations.memory-damage.name":"Memory Damage","negative-mutations.miasmic-stench.name":"Miasmic Stench","negative-mutations.misshapen.name":"Misshapen","negative-mutations.musclebound.name":"Musclebound","negative-mutations.narrow-focus.name":"Narrow Focus","negative-mutations.overtaxed-physique.name":"Overtaxed Physique","negative-mutations.place-blindness.name":"Place Blindness","negative-mutations.poor-eyesight.name":"Poor Eyesight","negative-mutations.primitive-cognition.name":"Primitive Cognition","negative-mutations.sensitive-skin.name":"Sensitive Skin","negative-mutations.short-lifespan.name":"Short Lifespan","negative-mutations.sleep-dependence.name":"Sleep Dependence","negative-mutations.slow-development.name":"Slow Development","negative-mutations.slow-development.choices.favorite.prompt":"Favorite skill","negative-mutations.spindly.name":"Spindly","negative-mutations.vexation-field.name":"Vexation Field","negative-mutations.voracious.name":"Voracious","negative-mutations.weak-heart.name":"Weak Heart","negative-mutations.deficient-polycephaly.choices.attribute.prompt":"Attribute modifier -1","negative-mutations.attribute-deficiency.name":"Attribute Deficiency","negative-mutations.attribute-deficiency.choices.attribute.prompt":"Lowest attribute","weapons.light-pistol.name":"Light pistol","weapons.heavy-pistol.name":"Heavy pistol","weapons.primitive-bow.name":"Primitive bow","weapons.modern-bow.name":"Modern bow","weapons.rifle.name":"Rifle","weapons.combat-rifle.name":"Combat rifle","weapons.submachine-gun.name":"Submachine gun","weapons.shotgun.name":"Shotgun","weapons.semi-auto-shotgun.name":"Semi-auto shotgun","weapons.combat-shotgun.name":"Combat shotgun","weapons.sniper-rifle.name":"Sniper rifle","weapons.automatic-rifle.name":"Automatic rifle","weapons.knife.name":"Knife","weapons.club.name":"Club","weapons.spear.name":"Spear","weapons.sword.name":"Sword","weapons.axe.name":"Axe","weapons.big-sword.name":"Big sword","weapons.big-club.name":"Big club","weapons.big-axe.name":"Big axe","weapons.tl4-knife.name":"High-tech knife","weapons.tl4-sword.name":"High-tech sword","weapons.tl4-big-sword.name":"High-tech big sword","weapons.tl4-club.name":"High-tech club","weapons.grenade-flash.name":"Flash grenade","weapons.grenade-frag.name":"Frag grenade","weapons.grenade-gas.name":"Gas grenade","weapons.grenade-smoke.name":"Smoke grenade","weapons.laser-pistol.name":"Laser pistol","weapons.laser-rifle.name":"Laser rifle","weapons.shear-rifle.name":"Shear rifle","weapons.blackout-rifle.name":"Blackout rifle","weapons.cutter-rifle.name":"Cutter rifle","weapons.heavy-cutter.name":"Heavy cutter","weapons.mag-pistol.name":"Mag pistol","weapons.mag-rifle.name":"Mag rifle","weapons.thermal-pistol.name":"Thermal pistol","weapons.plasma-projector.name":"Plasma projector","weapons.whip-beam.name":"Whip beam","weapons.spike-thrower.name":"Spike thrower","weapons.neutron-blaster.name":"Neutron blaster","weapons.anti-materiel-rifle.name":"Anti-materiel rifle","weapons.grenade-launcher.name":"Grenade launcher","weapons.demo-charge.name":"Demo charge","weapons.heavy-machine-gun.name":"Heavy machine gun","weapons.mortar.name":"Mortar","weapons.rocket-launcher.name":"Rocket launcher","weapons.mine-anti-personnel.name":"Anti-personnel mine","weapons.mine-anti-vehicle.name":"Anti-vehicle mine","weapons.unarmed.name":"Unarmed attack","weapons.natural.jaws.name":"Crushing jaws","weapons.natural.claws.name":"Savage claws","weapons.natural.projectiles.name":"Natural projectiles","armor.leathers.name":"Leathers or hides","armor.protective-sport-gear.name":"Protective sport gear","armor.scrap-mail.name":"Scrap mail","armor.plate-carrier.name":"Plate carrier","armor.military-body-armor.name":"Military body armor","armor.scrap-plate.name":"Scrap plate","armor.high-tech-street-clothing.name":"High-tech street clothing","armor.terran-explorer-suit.name":"Terran explorer suit","armor.insurgent-armor.name":"Insurgent armor","armor.harmony-armor.name":"Harmony armor","armor.vacc-suit.name":"Vacc suit","armor.assault-suit.name":"Assault suit","armor.protection-field.name":"Protection field","armor.vanguard-plate.name":"Vanguard plate","armor.shield.name":"Shield","gear.ammo.name":"Ammo, 5 rounds","gear.magazine.name":"Magazine","gear.arrows.name":"Arrows, 20","gear.backpack.name":"Backpack","gear.batteries.name":"Batteries","gear.batteries-rechargeable.name":"Rechargeable batteries","gear.binoculars.name":"Binoculars","gear.camping-kit.name":"Camping kit","gear.clothes.name":"Clothes","gear.clothes-cold-weather.name":"Cold weather clothes","gear.clothes-fine.name":"Fine clothes","gear.compressed-fuel.name":"Compressed fuel, one night","gear.crowbar.name":"Crowbar","gear.dog.name":"Trained dog","gear.drone.name":"Drone and controller","gear.energy-cell-a.name":"Energy cell, type A","gear.energy-cell-a-plus.name":"Energy cell, type A+","gear.energy-cell-b.name":"Energy cell, type B","gear.energy-cell-b-plus.name":"Energy cell, type B+","gear.first-aid-kit.name":"First aid kit","gear.flashlight.name":"Flashlight","gear.gas-mask.name":"Gas mask","gear.hand-cart.name":"Hand cart","gear.hand-tool.name":"Hand tool","gear.horse.name":"Riding horse","gear.lantern.name":"Lantern","gear.lockpick-kit.name":"Lockpick kit","gear.mule.name":"Mule","gear.night-vision-gear.name":"Night vision gear","gear.oil-flask.name":"Oil flask","gear.radio.name":"Long-distance radio","gear.walkie-talkie.name":"Walkie-talkie","gear.rope.name":"Rope, 20 meters","gear.rope-fiber.name":"Fiber rope, 20 meters","gear.scrap-tl2.name":"Scrap, TL2","gear.scrap-tl3.name":"Scrap, TL3","gear.sleeping-bag.name":"Sleeping bag","gear.surgical-kit.name":"Surgical kit","gear.tarp.name":"Tarp","gear.tent.name":"Tent","gear.torch.name":"Torch","gear.toolkit.name":"Toolkit","gear.water-jug.name":"Water jug","gear.tinderbox.name":"Tinderbox","gear.ration.name":"Ration, one day","gear.preserved-food.name":"Preserved food, seven days","gear.smartphone.name":"Smartphone","gear.laptop.name":"Laptop computer","gear.solar-charger.name":"Solar charger and batteries","gear.lighters.name":"Disposable lighters, 20","gear.purification-tablets.name":"Water purification tablets, 100","gear.water-purifier.name":"Water purifier","gear.cash.name":"Roll of cash","gear.jewelry.name":"Jewelry","gear.keepsake.name":"Keepsake","gear.perpetual-lighter.name":"Perpetual lighter","gear.profession-item.name":"Tool of the old trade","gear.salvaged-tech.name":"Salvaged high-tech item","gear.alcohol.name":"Alcohol","gear.alcohol-excellent.name":"Excellent alcohol","gear.antibiotics.name":"Antibiotics","gear.antibiotics-powerful.name":"Powerful antibiotics","gear.depressant-crude.name":"Crude depressant","gear.depressant-refined.name":"Refined depressant","gear.hallucinogen-crude.name":"Crude hallucinogen","gear.hallucinogen-refined.name":"Refined hallucinogen","gear.opioid-crude.name":"Crude opioid","gear.opioid-refined.name":"Refined opioid","gear.stimulant-crude.name":"Crude stimulant","gear.stimulant-refined.name":"Refined stimulant","gear.therapeutic.name":"Therapeutic","gear.therapeutic-powerful.name":"Powerful therapeutic","gear.bounce.name":"Bounce","gear.glow.name":"Glow","gear.lifestyle.name":"Lifestyle","gear.morning-after.name":"Morning After","gear.panacea.name":"Panacea","gear.smile.name":"Smile","gear.snooze.name":"Snooze","gear.thunderbolt.name":"Thunderbolt","gear.titan.name":"Titan","gear.trauma-patch.name":"Trauma 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one mutation (1 point)","actions.buy-mutation.options.sense.name":"Sense","actions.buy-mutation.options.structure.name":"Structure","actions.buy-mutation.params.random.name":"Random","actions.buy-mutation.results.bought.name":"Bought","actions.buy-mutation.steps.category.prompt":"Category","actions.buy-mutation.steps.chosen.prompt":"Positive mutation","actions.buy-mutation.steps.how.prompt":"How to spend mutation points","actions.create-character.name":"Create a survivor","actions.create-character.options.array.name":"Assign 14, 12, 11, 10, 9, 7","actions.create-character.options.cha.name":"Charisma","actions.create-character.options.con.name":"Constitution","actions.create-character.options.dex.name":"Dexterity","actions.create-character.options.0.name":"Three Learning rolls","actions.create-character.options.1.name":"One Growth roll, two Learning rolls","actions.create-character.options.2.name":"Two Growth rolls, one Learning roll","actions.create-character.options.3.name":"Three 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limit)","actions.create-character.steps.dropGear.prompt":"Leave gear behind (over the Stowed limit)","actions.create-character.steps.dropWeapon.prompt":"Leave a weapon behind (over the Stowed limit)","actions.create-character.steps.fourteen.prompt":"Attribute to change to 14","actions.create-character.steps.hp.name":"Hit points","actions.create-character.steps.int.name":"Intelligence","actions.create-character.steps.method.prompt":"Attributes","actions.create-character.steps.roll1.name":"Table roll","actions.create-character.steps.roll2.name":"Table roll","actions.create-character.steps.roll3.name":"Table roll","actions.create-character.steps.skillMethod.prompt":"Background skills","actions.create-character.steps.split.prompt":"Divide three rolls","actions.create-character.steps.stowArmor.prompt":"Stow armor (over the Readied limit)","actions.create-character.steps.stowGear.prompt":"Stow gear (over the Readied limit)","actions.create-character.steps.stowWeapon.prompt":"Stow a weapon (over the Readied limit)","actions.create-character.steps.str.name":"Strength","actions.create-character.steps.underdog.prompt":"The underdog rule","actions.create-character.steps.wis.name":"Wisdom","actions.gain-benefit.name":"Background table entry","actions.gain-benefit.options.str.name":"Strength","actions.gain-benefit.options.dex.name":"Dexterity","actions.gain-benefit.options.con.name":"Constitution","actions.gain-benefit.options.int.name":"Intelligence","actions.gain-benefit.options.wis.name":"Wisdom","actions.gain-benefit.options.cha.name":"Charisma","actions.gain-benefit.params.entry.name":"Entry","actions.gain-benefit.params.prefer.name":"Preferred skills","actions.gain-benefit.params.random.name":"Random","actions.gain-benefit.results.gained.name":"Gained","actions.gain-benefit.steps.stat.prompt":"Attribute bonus","actions.gain-edge.name":"Gain an edge","actions.gain-edge.params.random.name":"Random","actions.gain-edge.results.gained.name":"Gained","actions.gain-edge.steps.edge.prompt":"Edge","actions.gain-focus.name":"Gain a focus","actions.gain-focus.options.new.name":"Another skill","actions.gain-focus.options.raise.name":"Second level of a held one","actions.gain-focus.params.random.name":"Random","actions.gain-focus.results.gained.name":"Gained","actions.gain-focus.steps.focus.prompt":"Focus","actions.gain-focus.steps.raise.prompt":"Specialist","actions.gain-focus.steps.specialty.prompt":"Specialist skill","actions.gain-skill.name":"Gain a skill","actions.gain-skill.options.administer.name":"Administer","actions.gain-skill.options.connect.name":"Connect","actions.gain-skill.options.drive.name":"Drive","actions.gain-skill.options.exert.name":"Exert","actions.gain-skill.options.fix.name":"Fix","actions.gain-skill.options.heal.name":"Heal","actions.gain-skill.options.know.name":"Know","actions.gain-skill.options.lead.name":"Lead","actions.gain-skill.options.notice.name":"Notice","actions.gain-skill.options.perform.name":"Perform","actions.gain-skill.options.program.name":"Program","actions.gain-skill.options.punch.name":"Punch","actions.gain-skill.options.shoot.name":"Shoot","actions.gain-skill.options.sneak.name":"Sneak","actions.gain-skill.options.stab.name":"Stab","actions.gain-skill.options.survive.name":"Survive","actions.gain-skill.options.talk.name":"Talk","actions.gain-skill.options.trade.name":"Trade","actions.gain-skill.options.work.name":"Work","actions.gain-skill.params.prefer.name":"Preferred 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by a mutation","actions.improve-skill.results.improved.name":"Improved","actions.improve-skill.results.level-too-low.name":"Level too low","actions.improve-skill.results.maxed.name":"Already level-4","actions.improve-skill.results.not-enough-points.name":"Not enough skill points","actions.kit-entry.name":"Starting gear roll","actions.kit-entry.params.entry.name":"Entry","actions.kit-entry.params.random.name":"Random","actions.kit-entry.params.table.name":"Table","actions.kit-entry.results.added.name":"Added","actions.kit-entry.steps.melee.prompt":"TL2 melee weapon","actions.level-up.name":"Advance a level","actions.level-up.params.random.name":"Random","actions.level-up.results.advanced.name":"Advanced","actions.mutate.name":"Mutations","actions.mutate.options.concealed.name":"Concealable stigma (1 point)","actions.mutate.options.0.name":"None","actions.mutate.options.1.name":"One","actions.mutate.options.3.name":"Three","actions.mutate.options.2.name":"Two","actions.mutate.options.visible.name":"Visible stigma","actions.mutate.params.random.name":"Random","actions.mutate.results.mutated.name":"Mutated","actions.mutate.steps.concealed.prompt":"Stigma","actions.mutate.steps.negatives.prompt":"Negative mutations to accept","actions.reassign-barred-skills.name":"Reassign skills past their maximum","actions.reassign-barred-skills.params.random.name":"Random","actions.reassign-barred-skills.results.reassigned.name":"Reassigned","actions.roll-mutation.name":"Roll a positive mutation","actions.roll-mutation.params.category.name":"Category","actions.roll-mutation.params.origin.name":"Bought as","actions.roll-mutation.params.origin.values.category.name":"Rolled in a category","actions.roll-mutation.params.origin.values.chosen.name":"Chosen","actions.roll-mutation.params.origin.values.free.name":"Free","actions.roll-mutation.params.origin.values.random.name":"Rolled","actions.roll-mutation.params.origin.values.unstable.name":"Unstable Mutant","actions.roll-mutation.params.random.name":"Random","actions.roll-mutation.results.rolled.name":"Rolled","actions.roll-mutation.steps.exact.prompt":"Rolled mutation","actions.roll-mutation.steps.fallback.prompt":"Mutation (rolled again)","actions.roll-negative-mutation.name":"Roll a negative mutation","actions.roll-negative-mutation.params.random.name":"Random","actions.roll-negative-mutation.results.rolled.name":"Rolled","actions.roll-negative-mutation.steps.fallback.prompt":"Negative mutation (rolled again)","actions.roll-negative-mutation.steps.sense.prompt":"Free sensory mutation","actions.roll-stigma.name":"Roll a stigma","actions.roll-stigma.results.rolled.name":"Rolled","actions.save.name":"Saving throw","actions.save.params.save.name":"Save","actions.skill-check.name":"Skill check","actions.skill-check.params.attribute.name":"Attribute modifier","actions.skill-check.params.difficulty.name":"Difficulty","actions.skill-check.params.skill.name":"Skill","actions.skill-points-toward.name":"Skill points toward a skill","actions.skill-points-toward.options.administer.name":"Administer","actions.skill-points-toward.options.connect.name":"Connect","actions.skill-points-toward.options.drive.name":"Drive","actions.skill-points-toward.options.exert.name":"Exert","actions.skill-points-toward.options.fix.name":"Fix","actions.skill-points-toward.options.heal.name":"Heal","actions.skill-points-toward.options.know.name":"Know","actions.skill-points-toward.options.lead.name":"Lead","actions.skill-points-toward.options.notice.name":"Notice","actions.skill-points-toward.options.perform.name":"Perform","actions.skill-points-toward.options.program.name":"Program","actions.skill-points-toward.options.punch.name":"Punch","actions.skill-points-toward.options.shoot.name":"Shoot","actions.skill-points-toward.options.sneak.name":"Sneak","actions.skill-points-toward.options.stab.name":"Stab","actions.skill-points-toward.options.survive.name":"Survive","actions.skill-points-toward.options.talk.name":"Talk","actions.skill-points-toward.options.trade.name":"Trade","actions.skill-points-toward.options.work.name":"Work","actions.skill-points-toward.params.points.name":"Points","actions.skill-points-toward.params.random.name":"Random","actions.skill-points-toward.params.skills.name":"Skills","actions.skill-points-toward.results.spent.name":"Spent","actions.skill-points-toward.steps.skill.prompt":"Skill","actions.starting-equipment.name":"Starting equipment","actions.starting-equipment.options.1.name":"Entry 1","actions.starting-equipment.options.10.name":"Entry 10","actions.starting-equipment.options.11.name":"Entry 11","actions.starting-equipment.options.12.name":"Entry 12","actions.starting-equipment.options.13.name":"Entry 13","actions.starting-equipment.options.14.name":"Entry 14","actions.starting-equipment.options.15.name":"Entry 15","actions.starting-equipment.options.16.name":"Entry 16","actions.starting-equipment.options.17.name":"Entry 17","actions.starting-equipment.options.18.name":"Entry 18","actions.starting-equipment.options.19.name":"Entry 19","actions.starting-equipment.options.2.name":"Entry 2","actions.starting-equipment.options.20.name":"Entry 20","actions.starting-equipment.options.3.name":"Entry 3","actions.starting-equipment.options.4.name":"Entry 4","actions.starting-equipment.options.5.name":"Entry 5","actions.starting-equipment.options.6.name":"Entry 6","actions.starting-equipment.options.7.name":"Entry 7","actions.starting-equipment.options.8.name":"Entry 8","actions.starting-equipment.options.9.name":"Entry 9","actions.starting-equipment.options.backpack.name":"Backpack","actions.starting-equipment.options.binoculars.name":"Binoculars","actions.starting-equipment.options.camping-kit.name":"Camping kit","actions.starting-equipment.options.cash.name":"$1,000 in small bills","actions.starting-equipment.options.cold-weather-clothes.name":"Cold weather clothing","actions.starting-equipment.options.criminal-firearm.name":"A criminal's non-military firearm","actions.starting-equipment.options.first-aid-kit.name":"First aid kit","actions.starting-equipment.options.flashlight.name":"Flashlight","actions.starting-equipment.options.heavy-pistol.name":"Heavy pistol","actions.starting-equipment.options.innocents.name":"Hapless innocents","actions.starting-equipment.options.knife.name":"Knife","actions.starting-equipment.options.laptop.name":"Laptop","actions.starting-equipment.options.light-pistol.name":"Light pistol","actions.starting-equipment.options.lighters.name":"20 disposable lighters","actions.starting-equipment.options.lockpick-kit.name":"Lockpick kit","actions.starting-equipment.options.near-future.name":"Wasteland warrior: near-future survivor","actions.starting-equipment.options.pick.name":"Pick one item","actions.starting-equipment.options.prepared.name":"You saw it coming","actions.starting-equipment.options.preserved-food.name":"7 days' preserved food","actions.starting-equipment.options.profession-item.name":"An item from your background","actions.starting-equipment.options.purification-tablets.name":"100 water purification tablets","actions.starting-equipment.options.radio.name":"Portable ham radio","actions.starting-equipment.options.rifle.name":"Rifle","actions.starting-equipment.options.roll.name":"Roll three times","actions.starting-equipment.options.shotgun.name":"Shotgun","actions.starting-equipment.options.sleeping-bag.name":"Sleeping bag","actions.starting-equipment.options.smartphone.name":"Smartphone","actions.starting-equipment.options.solar-charger.name":"Solar charger","actions.starting-equipment.options.tent.name":"Tent","actions.starting-equipment.options.toolkit.name":"Toolkit","actions.starting-equipment.options.walkie-talkies.name":"A pair of walkie-talkies","actions.starting-equipment.options.wasteland.name":"Wasteland warrior: wasteland wanderer","actions.starting-equipment.options.water-purifier.name":"Water purifier","actions.starting-equipment.params.random.name":"Random","actions.starting-equipment.results.equipped.name":"Equipped","actions.starting-equipment.steps.entry.prompt":"Table entry","actions.starting-equipment.steps.extra.prompt":"One item or three rolls","actions.starting-equipment.steps.kit.prompt":"Starting equipment option","actions.starting-equipment.steps.prepared.prompt":"Gear choice","actions.starting-equipment.steps.weapon.prompt":"Primitive weapon","bands.attack.hit.name":"Hit","bands.attack.miss.name":"Miss","bands.check.failure.name":"Failure","bands.check.rolled.name":"Rolled","bands.check.success.name":"Success","bands.save.failure.name":"Failed","bands.save.success.name":"Saved","constraints.creation-background":"A new survivor needs a background","constraints.creation-skill-limit":"No skill above level-1 at creation","constraints.edge-limit":"More edges than the level allows","constraints.edge-once":"An edge taken twice (only Focused may be)","constraints.encumbrance-limit":"Carrying more than can be hauled","constraints.focus-limit":"More focus levels than the level allows","constraints.focus-once":"A focus taken twice (only Specialist may be)","constraints.forbidden-skill":"A skill a negative mutation forbids","constraints.mutant-only":"Only a mutant has mutations","constraints.mutation-once":"A mutation held twice","constraints.mutation-points":"More mutation points spent than gained","constraints.negative-mutation-limit":"More than three negative mutations","constraints.negative-mutation-once":"A negative mutation held twice","constraints.one-armor":"Only one suit of armor can be worn","constraints.sensitive-skin":"Sensitive Skin bars armor over 1 encumbrance","constraints.underdog":"The underdog rule needs attribute modifiers totaling -1 or less","creation.guided.description":"Make each choice yourself, with the quick picks recommended.","creation.guided.name":"Guided","creation.random.description":"Roll attributes, background, skills, edges, foci and mutations at random.","creation.random.name":"Random","fields.ac.value.name":"Armor Class","fields.ac.vsGuns.name":"AC against guns","fields.attributes.boosts.name":"Attribute boosts 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save","fields.skills.administer.level.name":"Administer","fields.skills.connect.level.name":"Connect","fields.skills.drive.level.name":"Drive","fields.skills.exert.level.name":"Exert","fields.skills.fix.level.name":"Fix","fields.skills.heal.level.name":"Heal","fields.skills.know.level.name":"Know","fields.skills.lead.level.name":"Lead","fields.skills.notice.level.name":"Notice","fields.skills.perLevel.name":"Skill points per level","fields.skills.perform.level.name":"Perform","fields.skills.points.name":"Unspent skill points","fields.skills.program.level.name":"Program","fields.skills.punch.level.name":"Punch","fields.skills.shoot.level.name":"Shoot","fields.skills.sneak.level.name":"Sneak","fields.skills.stab.level.name":"Stab","fields.skills.survive.level.name":"Survive","fields.skills.talk.level.name":"Talk","fields.skills.trade.level.name":"Trade","fields.skills.work.level.name":"Work","fields.stigma.detail.name":"Stigma detail","fields.stigma.detail.values.bark.name":"Bark","fields.stigma.detail.values.beetle.name":"Beetle","fields.stigma.detail.values.bird.name":"Bird","fields.stigma.detail.values.bovine.name":"Bovine","fields.stigma.detail.values.bright-hue.name":"Bright solid hue","fields.stigma.detail.values.canine.name":"Canine","fields.stigma.detail.values.chitinous.name":"Chitinous","fields.stigma.detail.values.chromed.name":"Chromed","fields.stigma.detail.values.equine.name":"Equine","fields.stigma.detail.values.feathered.name":"Feathered","fields.stigma.detail.values.feline.name":"Feline","fields.stigma.detail.values.fibrous.name":"Fibrous","fields.stigma.detail.values.finned.name":"Finned","fields.stigma.detail.values.fish.name":"Fish","fields.stigma.detail.values.flowers.name":"Flowers","fields.stigma.detail.values.fragrance.name":"Fragrance","fields.stigma.detail.values.fronds.name":"Fronds and tendrils","fields.stigma.detail.values.fungal.name":"Fungal masses","fields.stigma.detail.values.furred.name":"Furred","fields.stigma.detail.values.gemlike.name":"Gemlike","fields.stigma.detail.values.glassy.name":"Glassy","fields.stigma.detail.values.gnarled.name":"Gnarled tissues","fields.stigma.detail.values.gradient-hue.name":"Gradient hue","fields.stigma.detail.values.insects.name":"Insect infestation","fields.stigma.detail.values.iridescent.name":"Iridescent","fields.stigma.detail.values.leaves.name":"Leaf growth","fields.stigma.detail.values.lizard.name":"Lizard","fields.stigma.detail.values.luminescent.name":"Luminescent","fields.stigma.detail.values.metallic.name":"Metallic","fields.stigma.detail.values.mollusk.name":"Mollusk","fields.stigma.detail.values.moss.name":"Mosses or lichens","fields.stigma.detail.values.neon.name":"Neon","fields.stigma.detail.values.none.name":"None","fields.stigma.detail.values.opalescent.name":"Opalescent","fields.stigma.detail.values.patchy.name":"Patchy coloring","fields.stigma.detail.values.plated.name":"Plated","fields.stigma.detail.values.pollen.name":"Pollen growth","fields.stigma.detail.values.sap.name":"Sap exudation","fields.stigma.detail.values.scabrous.name":"Scabrous","fields.stigma.detail.values.scaled.name":"Scaled","fields.stigma.detail.values.slimy.name":"Slimy","fields.stigma.detail.values.snake.name":"Snake","fields.stigma.detail.values.spider.name":"Spider","fields.stigma.detail.values.stony.name":"Stony","fields.stigma.detail.values.strobing.name":"Strobing colors","fields.stigma.detail.values.transparent.name":"Transparent skin","fields.stigma.detail.values.turtle.name":"Turtle","fields.stigma.detail.values.vegetative.name":"Vegetative texture","fields.stigma.detail.values.whorled.name":"Whorled","fields.stigma.nature.name":"Stigma nature","fields.stigma.nature.values.amorphous.name":"Amorphous or tentacular structure","fields.stigma.nature.values.animal.name":"Animalistic structure","fields.stigma.nature.values.appearance.name":"Odd appearance or texture","fields.stigma.nature.values.mineral.name":"Inorganic or mineralized structure","fields.stigma.nature.values.none.name":"None","fields.stigma.nature.values.plant.name":"Plant-like structure","fields.stigma.nature.values.size.name":"Abnormal size or proportion","fields.stigma.part.name":"Stigma body part","fields.stigma.part.values.arms.name":"Arm or arms","fields.stigma.part.values.head.name":"Head","fields.stigma.part.values.legs.name":"Leg or legs","fields.stigma.part.values.none.name":"None","fields.stigma.part.values.senses.name":"Eyes, ears or hands","fields.stigma.part.values.torso.name":"Torso","fields.stigma.part2.name":"Second body part","fields.stigma.part2.values.arms.name":"Arm or arms","fields.stigma.part2.values.head.name":"Head","fields.stigma.part2.values.legs.name":"Leg or legs","fields.stigma.part2.values.none.name":"None","fields.stigma.part2.values.senses.name":"Eyes, ears or hands","fields.stigma.part2.values.torso.name":"Torso","fields.strain.current.name":"System strain","fields.strain.max.name":"Maximum system strain","fields.stress.current.name":"Stress","fields.stress.limit.name":"Breakdown threshold","fields.defense.laserSensitive.name":"Laser damage rolled twice","fields.variant.giftedSurvivors.name":"Gifted survivors (optional rule)","fields.xp.current.name":"Experience","fields.xp.next.name":"Next level at","fields.xp.rate.name":"Advancement rate","fields.xp.rate.values.fast.name":"Fast","fields.xp.rate.values.slow.name":"Slow","groups.advancement-actions.label":"Advancement","groups.advancement.label":"Advancement","groups.armor.label":"Armor","groups.attacks.label":"Attacks","groups.attributes.label":"Attributes","groups.background.label":"Background","groups.checks.label":"Checks and saves","groups.combat.label":"Combat","groups.condition.label":"Condition","groups.creation.label":"Character creation","groups.edges.label":"Edges","groups.encumbrance.label":"Encumbrance","groups.foci.label":"Foci","groups.gear.label":"Gear","groups.mutations.label":"Mutation","groups.negative-mutations.label":"Negative mutations","groups.positive-mutations.label":"Positive mutations","groups.saves.label":"Saving throws","groups.skills.label":"Skills","groups.weapons.label":"Weapons","situational.burst.name":"Burst fire","situational.social.name":"Social check","situational.grapple.name":"Resisting or escaping a grapple","situational.foraging.name":"Foraging","situational.versus.name":"Saving against","situational.versus.values.disease.name":"Disease","situational.versus.values.other.name":"Anything else","situational.versus.values.poison.name":"Poison","situational.versus.values.radiation.name":"Radiation","tags.advancement.name":"Advancement","tags.animal.name":"Animal","tags.attack.melee.name":"Melee attack","tags.attack.name":"Attack","tags.attack.ranged.name":"Ranged attack","tags.attribute-base.name":"Table attribute modifier","tags.attribute-boost.name":"Attribute bonus to a maximum of +2","tags.attribute-bonus.name":"Attribute bonus","tags.attribute-mod.cha.name":"Charisma modifier","tags.attribute-mod.con.name":"Constitution modifier","tags.attribute-mod.dex.name":"Dexterity modifier","tags.attribute-mod.int.name":"Intelligence modifier","tags.attribute-mod.name":"Attribute modifier","tags.attribute-mod.str.name":"Strength modifier","tags.attribute-mod.wis.name":"Wisdom modifier","tags.attribute.cha.name":"Charisma","tags.attribute.con.name":"Constitution","tags.attribute.dex.name":"Dexterity","tags.attribute.int.name":"Intelligence","tags.attribute.name":"Attribute","tags.attribute-penalty.name":"Attribute penalty","tags.attribute.str.name":"Strength","tags.attribute.wis.name":"Wisdom","tags.bundleable.name":"Bundles three to one","tags.burst.name":"Burst fire","tags.check.name":"Skill check","tags.creation.name":"Creation","tags.damage.name":"Damage","tags.drug.name":"Drug","tags.energy.name":"Energy weapon","tags.laser.name":"Laser weapon","tags.grenade.name":"Grenade","tags.hearing.name":"Improves hearing","tags.heavy.name":"Heavy","tags.hit-points.name":"Hit points","tags.natural.name":"Natural weapon","tags.nonlethal.name":"Non-lethal","tags.placed.name":"Placed","tags.powered.name":"Powered armor","tags.primitive.name":"Primitive","tags.quick-reload.name":"Quick reload","tags.rested.name":"Needs a rest","tags.save.evasion.name":"Evasion save","tags.save.luck.name":"Luck save","tags.save.mental.name":"Mental save","tags.save.name":"Save","tags.save.physical.name":"Physical save","tags.sealed.name":"Sealed suit","tags.shield.name":"Shield","tags.skill-cap.name":"Skill maximum","tags.skill.administer.name":"Administer","tags.skill.connect.name":"Connect","tags.skill.drive.name":"Drive","tags.skill.exert.name":"Exert","tags.skill.fix.name":"Fix","tags.skill.heal.name":"Heal","tags.skill.know.name":"Know","tags.skill.lead.name":"Lead","tags.skill.name":"Skill","tags.skill.notice.name":"Notice","tags.skill.perform.name":"Perform","tags.skill.program.name":"Program","tags.skill.punch.name":"Punch","tags.skill.shoot.name":"Shoot","tags.skill.sneak.name":"Sneak","tags.skill.stab.name":"Stab","tags.skill.survive.name":"Survive","tags.skill.talk.name":"Talk","tags.skill.trade.name":"Trade","tags.skill.work.name":"Work","tags.stim.name":"Stim","tags.suppress.name":"Suppressive fire","tags.thrown.name":"Thrown","tags.two-handed.name":"Two-handed","tags.vision.name":"Improves sight","types.armor.fields.ac.name":"AC","types.armor.fields.cost.name":"Cost","types.armor.fields.enc.name":"Encumbrance","types.armor.fields.subtle.name":"Subtle","types.armor.fields.techLevel.name":"Tech level","types.armor.fields.traumaMod.name":"Trauma target modifier","types.armor.name":"Armor","types.background.fields.freeSkill.name":"Free skill","types.background.fields.growth1.name":"Growth 1","types.background.fields.growth2.name":"Growth 2","types.background.fields.growth3.name":"Growth 3","types.background.fields.growth4.name":"Growth 4","types.background.fields.growth5.name":"Growth 5","types.background.fields.growth6.name":"Growth 6","types.background.fields.learning1.name":"Learning 1","types.background.fields.learning2.name":"Learning 2","types.background.fields.learning3.name":"Learning 3","types.background.fields.learning4.name":"Learning 4","types.background.fields.learning5.name":"Learning 5","types.background.fields.learning6.name":"Learning 6","types.background.fields.learning7.name":"Learning 7","types.background.fields.learning8.name":"Learning 8","types.background.fields.quickSkill1.name":"Quick skill","types.background.fields.quickSkill2.name":"Second quick skill","types.background.name":"Background","types.edge.fields.bonusSkill.name":"Bonus skill options","types.edge.name":"Edge","types.focus.fields.bonusSkill.name":"Bonus skill options","types.focus.fields.bonusSkill2.name":"Second bonus skill options","types.focus.fields.maxLevel.name":"Levels","types.focus.fields.specialty.name":"Bonus skill is the specialised skill","types.focus.fields.multiple.name":"May be taken more than once","types.focus.name":"Focus","types.gear.fields.cost.name":"Cost","types.gear.fields.enc.name":"Encumbrance","types.gear.fields.healSkill.name":"Heal skill to apply","types.gear.fields.techLevel.name":"Tech level","types.gear.fields.wornFree.name":"No encumbrance while worn","types.gear.name":"Gear","types.mutation.fields.bonusSkill.name":"Bonus skill options","types.mutation.fields.category.name":"Category","types.mutation.fields.roll.name":"d10 roll","types.mutation.name":"Positive mutation","types.mutation.state.origin.values.category.name":"Rolled in a category","types.mutation.state.origin.values.chosen.name":"Chosen","types.mutation.state.origin.values.free.name":"Free","types.mutation.state.origin.values.random.name":"Rolled","types.mutation.state.origin.values.unstable.name":"Unstable Mutant","types.negative.fields.roll.name":"d100 roll","types.negative.name":"Negative mutation","types.weapon.fields.attributes.name":"Attributes","types.weapon.fields.cost.name":"Cost","types.weapon.fields.damage.name":"Damage","types.weapon.fields.enc.name":"Encumbrance","types.weapon.fields.hitBonus.name":"Hit bonus","types.weapon.fields.magazine.name":"Magazine","types.weapon.fields.rangeLong.name":"Long range","types.weapon.fields.rangeNormal.name":"Range","types.weapon.fields.shock.name":"Shock","types.weapon.fields.shockAc.name":"Shock AC","types.weapon.fields.skills.name":"Skills","types.weapon.fields.techLevel.name":"Tech level","types.weapon.fields.traumaDie.name":"Trauma die","types.weapon.fields.traumaRating.name":"Trauma rating","types.weapon.name":"Weapon","fields.skills.administer.level.description":"Manage an organization, handle paperwork, analyze records, and keep an institution functioning on a daily basis. Roll it for bureaucratic expertise, organizational management, legal knowledge, dealing with government agencies, and getting answers from old files or records.","fields.skills.connect.level.description":"Find people who can be helpful to your purposes and get them to cooperate with you. Roll it to make useful connections with others, find people you know, know where to get illicit goods and services, and be familiar with foreign cultures and languages. You can use it in place of Talk for persuading people you find via this skill. Note that the people you meet via Connect are not necessarily inclined to work with you without a good reason. Gifts can often be that reason.","fields.skills.drive.level.description":"Drive vehicles, sail ships, fly planes, ride animals, or otherwise use vehicles or riding beasts, including basic repairs or mount care. The particular scope of a PC ’s skill depends on their background, but someone with a good Drive skill can quickly pick up other modes with a little practice. Primitive campaign worlds might substitute Ride for this skill.","fields.skills.exert.level.description":"Apply trained speed, strength, or stamina in some feat of physical exertion. Roll it to run, jump, lift, swim, climb, throw, and so forth. You can use it as a combat skill when throwing things, though it doesn’t qualify as a combat skill for other uses.","fields.skills.fix.level.description":"Create and repair devices both simple and complex. Building gear out of salvaged components generally requires the Fix skill when creating anything of significant complexity.","fields.skills.heal.level.description":"Employ medical and psychological treatment for the injured or disturbed. Roll it to cure diseases, stabilize the critically injured, treat psychological disorders, or diagnose illnesses.","fields.skills.know.level.description":"Know facts about academic or scientific fields. Roll it to understand academic topics, remember relevant history, solve science mysteries, and know the basic facts about rare or esoteric topics. For tribal societies, it also covers tribal law, custom, and lore.","fields.skills.lead.level.description":"Convince others to also do whatever it is you’re trying to do. Talk might persuade them that following you is smart, but Lead can make them do it even when they think it’s a bad idea. Roll it to lead troops in combat, convince others to follow you, or maintain morale among your followers when the situation looks grim.","fields.skills.notice.level.description":"Spot anomalies or interesting facts about your environment. Roll it for searching places, detecting ambushes, spotting things, and reading the emotional state of other people.","fields.skills.perform.level.description":"Exhibit some performance skill. Roll it to dance, sing, orate, act, or otherwise put on a convincing or emotionally moving performance.","fields.skills.program.level.description":"Operating or hacking computing and communications hardware. Some campaigns may have more opportunities to use this skill than others, so you may want to check with your GM first to find out how common functional computers are in whatever apocalyptic waste you’re going to be entering.","fields.skills.punch.level.description":"Use it as a combat skill when fighting unarmed. If your PC means to make a habit of this rather than as a recourse of desperation, you should take the Unarmed Combatant Focus described later.","fields.skills.shoot.level.description":"Use it as a combat skill when using ranged weaponry, whether thrown weapons, bows, pistols, combat rifles, or heavy artillery.","fields.skills.sneak.level.description":"Move without drawing notice. Roll it for stealth, disguise, infiltration, manual legerdemain, pickpocketing, and the physical defeating of security measures such as locks, including electronic locks for PCs with some justification for being familiar with such things.","fields.skills.stab.level.description":"Use it as a combat skill when wielding melee weapons, whether primitive or complex. It can also be used when throwing weapons in lieu of Shoot.","fields.skills.survive.level.description":"Every post-apocalyptic survivor is likely to know the basics of daily subsistence, but Survive skill gives the PC the knowledge to find food, avoid natural perils, track targets, and identify plants and animals in their familiar regions.","fields.skills.talk.level.description":"Convince other people of the facts you want them to believe. What they do with that conviction may not be completely predictable. Roll it to persuade, charm, or deceive others in conversation.","fields.skills.trade.level.description":"Find what you need on the market and sell what you have. Roll it to sell or buy things, figure out where to purchase hard-to-get or illicit goods, and discern the local value of salvage.","fields.skills.work.level.description":"This is a catch-all skill for professions not represented by other skills, such as farmers or fine artists. Pick a profession; you have the technical skills associated with that role and can roll Work as Connect when dealing with others associated with your line of work.","edges.beacon-of-hope.description":"Something about you inspires others, convincing them that a better future can exist. Gain Lead as a bonus skill and +1 bonus to your Charisma attribute modifier, up to a +2 maximum. Your personal followers gain a +1 to their Morale score. Once per game session, tell an NPC something that speaks to their hopes, whether it’s true or not; they will believe you unless it’s physically impossible, proven false, or would put them in unacceptable personal danger.","edges.comrade.description":"You are a pillar of your group, a source of strength and encouragement. Once per day per PC ally or good NPC friend, as an Instant action, allow them to reroll a roll they just made of any kind. Your or another’s Comrade Edge can’t help you, however.","edges.educated.description":"You may pick a bonus skill of your choice. Whenever you gain skill points from character level advancement, you get a bonus skill point.","edges.focused.description":"You begin play with an extra Focus pick. You may choose this Edge more than once.","edges.ghost.description":"You are uncannily elusive. Gain Sneak as a bonus skill and the Fighting Withdrawal combat action is an On Turn action for you. Once per scene, reroll a failed Sneak check related to sneaking or going unseen. Once per game day, as a Move action, move up to 10 meters without anyone around you seeing you move. If you use this movement to get behind cover, you might seem to vanish outright to onlookers.","edges.hard-to-kill.description":"Instead of rolling 1d6 per level for your hit points, you roll 1d6+2. If using Traumatic Hit rules for your campaign, your base Trauma Target increases by +1, turning the base 6 into 7.","edges.killing-blow.description":"Gain a combat skill as a bonus skill. Whenever you inflict hit point damage on something, whether by weapon, special ability, or any other source, the damage is increased by 1 point per two character levels, rounded up. If using Traumatic Hit rules, any Trauma Die you roll gains a +1 bonus.","edges.masterful-expertise.description":"Once per scene, as an Instant action, reroll a failed check for a non-combat skill.","edges.on-target.description":"Gain a combat skill as a bonus skill. Your basic attack bonus is equal to your character level, instead of the usual half level, rounded down.","edges.prodigy.description":"Pick an attribute other than Constitution; its score becomes 18 and it grants a +3 modifier instead of +2. Characters benefiting from the Underdog Rule can’t take this Edge.","edges.survivors-fortune.description":"You may or may not be good, but you are undeniably lucky. Once per game session as an Instant action, when something bad happens to you such as an injury, a failed save, or a botched skill check, test your luck and roll 1d6. On a 1, the bad event is unaffected. On a 2-5, you somehow avert the consequences by blind chance. On a 6, it actually lands on an enemy or rival of the GM’s choice, if that’s possible. Only events that happened in this same round can be averted.","edges.veterans-luck.description":"Once per scene, as an Instant action, trigger this ability to gain one of two effects: an attack roll that just hit you is instead treated as a miss, or an attack roll you just made that missed is instead treated as a hit. This ability can be applied to vehicle weapons used by the survivor, but it cannot protect against environmental damage, vehicle crashes, falls, or other harm that doesn’t involve an attack roll.","edges.hardened-genetics.description":"You cannot be mutated by radiation or other mutagenics and gain a +4 bonus on radiation saving throws. You cannot choose or gain the Mutant Edge. Pick an attribute of your choice; its modifier increases by +1, to a maximum of +2.","edges.mutant.description":"You gain 2 mutation points to spend as described in the Mutations section on page 16 after you pick your Edges. If a negative mutation spoils an Edge, such as an attribute penalty to a Prodigy, you may pick a different Edge. After you’ve spent the points and acquired any mutations you might be due, pick one attribute of your choice that has a modifier of -1 or better. It suffers a -1 penalty to its attribute modifier as mutations are seldom wholly healthy for the possessor.","edges.mutation-acceleration.description":"You must have the Mutant Edge to pick or acquire this Edge. You gain 2 additional mutation points to spend.","edges.systemic-immunity.description":"You gain both levels of the Natural Immunity Focus and are immune to zombie infection or the other major pathogenic threat of the campaign. Your Constitution modifier increases by +1, to a maximum of +2.","edges.theyre-here.description":"You have an intuitive danger sense that alerts you before a zombie attack or impending catastrophe. Gain Notice as a bonus skill and a +1 bonus to your Wisdom modifier, to a maximum of +2. You cannot be surprised, and you have an instinctive sense of whether or not there are zombies, raiders, or other enemies in your general surroundings. If some attack or disaster is about to happen to your home enclave, you may get a day or two of intuitive warning, though not any specifics of the threat.","edges.cold-blood.description":"You’ve acclimated to the horror of your new existence. You no longer gain Stress as described in the rules on page 56. If this Edge is taken after first level, you lose any psychic scars you may have developed. This Edge isn’t relevant in campaigns that don’t use the Stress rules.","edges.faceless.description":"You appear to be a totally unremarkable, nonthreatening non-entity amid the general chaos, a person not even worth robbing. Your Charisma modifier becomes +0 regardless of attribute scores or adjustments. You gain both levels of the Gray Man Focus, and once per day can reroll a failed Sneak check as an Instant action.","edges.forged-by-fire.description":"This Edge is a special option that can only be taken during character creation by a PC meant to start the game as a perfectly ordinary member of their society. If a PC takes this option, however, they don’t actually get any beginning Edges. Instead, when they reach the second, third, and fourth levels of experience they can pick an Edge that reflects something they did, experienced, or studied during the past level. They still gain the bonus Edge at level five that all PCs get, for four Edges in total, and they start play with the same free Focus that all PCs receive.","mutations.structure.augmented-muscle.description":"Your Strength ability score is treated as four points greater for Encumbrance purposes and you gain a +1 bonus to your Strength modifier, to a maximum of +2.","mutations.structure.explosive-exertion.description":"As an On Turn action, gain a tremendous boost of strength. Your next roll this round treats your Strength modifier as +2, or +3 if it’s already +2. For the rest of this round, you can lift, break, or carry anything an ogre-sized humanoid could, smashing through ordinary doors and non-reinforced walls. After the first use of this mutation in a scene, additional uses add 1 System Strain.","mutations.structure.hypercontortion.description":"Your musculature and skeletal system are both abnormally flexible. You can fit yourself through any hole big enough to admit your head and gain a +2 bonus to all grapple-related skill checks and +1 to all motion-related Perform checks. Attempting to escape from a grapple is an On Turn action for you once per round.","mutations.structure.improved-joints.description":"You add 5 meters to your base Move rate and you gain a +1 bonus to your Dexterity modifier, to a maximum of +2.","mutations.structure.leaper.description":"Subtract 20 meters from any falling damage taken. As a Move action, jump to any location with 20 meters. You cannot jump two rounds in a row. This jump does not count as a Fighting Withdrawal for purposes of escaping melee engagements.","mutations.structure.redundant-organs.description":"Once per week, as an On Turn action, get up after being Mortally Wounded by physical injury and regain 25% of your maximum hit points, rounded up. This mutation cannot save you from unavoidably certain death. If using Trauma rules, your Trauma Target increases by +1.","mutations.structure.regenerator.description":"You automatically stabilize if Mortally Wounded and regenerate 2 hit points of damage every hour. If mutilated, you can regrow missing limbs or organs in one week, assuming you can survive their absence that long. You cannot recover from effects that instantly kill you.","mutations.structure.reinforced-tissues.description":"Your flesh is abnormally dense. You treat your Constitution as 18 for attribute modifier purposes when rolling hit points and you gain a +2 bonus to your Armor Class that stacks with any armor or other AC benefit you may have. As a consequence of your density, you cannot swim and roll all fall damage twice, taking the worst result.","mutations.structure.sealed-systems.description":"You do not need to breathe and are immune to toxic gases, extremes of high and low atmospheric pressure or natural temperature, aerosol-transmitted diseases, and anything else a modern hazmat suit would resist. You can rest comfortably in any non-damaging environment.","mutations.structure.stamina-reserves.description":"You do not sleep, and can maintain a modest level of exertion indefinitely. You can recover daily System Strain as normal with four hours of comfortable, well-fed rest, during which you can perform light activity. You have +2 on all skill checks involving continuous exertion.","mutations.sense.accelerated-perception.description":"You process your sensory input at an inhumanly fast rate. You cannot be surprised or suffer Execution Attacks, and your Snap Attacks do not suffer the usual -4 penalty to hit. Once per day, accept one System Strain to take your next Main Action immediately as an Instant response to someone else’s action. Your action resolves before theirs.","mutations.sense.acute-hearing.description":"Your hearing is acute enough to give you a clear picture of your surroundings within 10 meters, including positioning accurate enough to allow attacks. You can identify people by their breathing and heartbeat. By focusing on a location within 100 meters, you can listen as if you were standing there, if no obstacles intervene.","mutations.sense.acute-olfaction.description":"You have a clear olfactory picture of your surroundings within 10 meters, including positioning accurate enough to allow attacks. You can identify any person you’ve met by smell, as well as objects they’ve handled within the past day. You can faultlessly track any trail left within an hour unless it has been carefully erased; in that and other cases you simply get a +4 bonus on all Wis/Survive or similar tracking skill checks.","mutations.sense.echolocation.description":"You emit inaudible sonic pings that give you a clear image of the surroundings in front of you out to a thirty meter distance. The resolution is fine enough to distinguish people and small details, but cannot make out details smaller than one centimeter in size.","mutations.sense.empathic-sensitivity.description":"You intuitively notice subtle physiological signifiers when speaking to another creature, identifying its current emotional state as a Main Action. Gain a +1 to all social skill checks. You can communicate with other intelligent creatures even in the absence of a shared language, though only via basic ideas and concepts.","mutations.sense.night-vision.description":"Your visual senses function perfectly even in the complete absence of light. Due to your visual sensitivity to the high-energy particles involved, you can also see dangerous zones of radiation.","mutations.sense.panoptic-vision.description":"Your visual senses function in a 360-degree circle and maintain awareness even while you are asleep or unconscious. You cannot be surprised or suffer Execution Attacks and you can awake from normal sleep instantly to respond to something you see.","mutations.sense.tactile-analysis.description":"Your sense of touch is hyper-acute, granting you a +2 bonus on all skill checks related to manual dexterity such as crafting, trauma care, lockpicking, playing musical instruments, or the like. Your awareness of air pressure and minute drafts gives you a sensory picture of your visually-unobstructed surroundings within 10 meters, including positioning accurate enough to allow attacks.","mutations.sense.telescopic-sight.description":"Any visible point within one kilometer can be observed as if you were standing adjacent. You suffer no penalties for using a ranged weapon at long range.","mutations.sense.thermal-vision.description":"You can see heat gradients, allowing you a somewhat blurry vision that functions even in perfect darkness or clouds of dust. This thermal vision is precise enough to distinguish individuals, but cannot make out fine details. As a Main Action, you can emit ocular heat rays that do 2d6 damage plus your character level to a target within 30 meters, with an Evasion save to negate it. Each use of this ability after the first in a scene adds one System Strain.","mutations.hybrid.aquatic-adaptation.description":"You can breathe and function normally underwater, ignoring normal extremes of temperature and pressure and seeing clearly underwater out to 30 meters even in the absence of light. Your Move rate increases by 5 meters per Move action when swimming.","mutations.hybrid.arboreal-aptitude.description":"You are an unnaturally nimble climber, able to scale all but perfectly smooth surfaces as if they were flat ground. You can hang from vertical or overhead surfaces so long as one hand has purchase. All falling damage you take is halved, rounded down.","mutations.hybrid.centauroid.description":"You have a quadrupedal lower body, though you are not necessarily much larger than a normal human. Your base Move rate increases by 10 meters per Move action and you gain a +2 skill check bonus to resist grapples by human-sized foes. You can only wear armor specially crafted for you.","mutations.hybrid.crushing-jaws.description":"Your jaws or mandibles are meant for crushing hard or fibrous substances. Your bite attacks use Punch and do 1d12 damage with no Shock, using the better of Strength or Dexterity to modify the attack. If using Traumatic Hit rules, your bite has a 1d8/x2 Trauma Rating. As with other Punch attacks, you may add your skill level to the damage roll. You can chew through up to twenty centimeters of hard wood or similar substances with one minute of gnawing.","mutations.hybrid.digitigrade-legs.description":"Your animalistic legs grant you unusual speed. Your base Move rate increases by 5 meters per Move action and you can jump up to 10 meters horizontally or half vertically as a Move action.","mutations.hybrid.functional-wings.description":"You have wings of some kind, though it’s difficult for them to lift you. You can fly at twice your standard Move rate, but it takes a Main Action to do so instead of a Move action. You cannot hover, so you must fly each round or land. You cannot fly when encumbered beyond your usual Strength maximum, and you cannot wear high-tech sealed-suit armor not built for a winged user. You can fly for up to ten minutes at a time before needing to spend an equal amount of time resting.","mutations.hybrid.prehensile-limb.description":"You have one or more tails, tentacles, or other extremities that can manipulate objects with your normal strength and manual dexterity. Once per scene, as an On Turn action, accept one System Strain to have a prehensile limb do something that wouldn’t take more than a Main Action to perform, such as make an attack or manipulate a device.","mutations.hybrid.savage-claws.description":"You have murderously effective body weaponry of some kind, and your Punch attacks do 1d6 plus your character level in damage, have a Shock rating of half your level rounded up against AC 15, and may use either Dexterity or Strength as the modifying attribute. If using Traumatic Hit rules, they have a 1d6/x3 rating. As with other Punch attacks, you may add your skill level to the damage die, but not the Shock.","mutations.hybrid.thick-hide.description":"Whether from dense skin, scales, thick fur, chitin, or some other body covering, your base Armor Class is equal to 15 plus half your level, rounded down. Armor worse than this does not help you, but you gain benefits from shields normally. Any Shock you suffer is lowered by 1 point, to a potential minimum of zero.","mutations.hybrid.venom-glands.description":"You may exude venom as an On Turn action at the cost of one System Strain. If imbibed or applied by a bladed weapon attack or body weaponry, it does 1d8 damage plus the user’s level to subjects susceptible to poison for the rest of the scene. The user may make the toxin non-lethal simply by lessening the dosage. Envenoming a weapon with this toxin takes a Main Action and the toxin spoils after a scene, though it can last through multiple hits. A given victim can be harmed by this poison only once per scene.","mutations.cognition.augmented-cognition.description":"Your brain is simply superior to that of a baseline human. Your Intelligence, Wisdom, or Charisma modifier increases by +1, chosen as you wish, to a maximum of +2.","mutations.cognition.ballistic-calculator.description":"You have an intuitive grasp of distances, vectors, and other ballistic calculations. Gain Shoot as a bonus skill and ignore any penalty for shooting at long range. Once per scene, accept one System Strain as an Instant action to reroll a missed ranged attack.","mutations.cognition.eidetic-memory.description":"You can remember every sensory detail you experienced in the past 48 hours, and never forget matters of importance to you. Gain one bonus skill of your choice and gain one additional skill point when advancing a level.","mutations.cognition.internal-map.description":"You are always aware of your location and facing in relation to a point known to you. You cannot become lost or Go Astray as described on page 61 and can navigate known spaces normally even in perfect darkness.","mutations.cognition.intuitive-leap.description":"You are capable of drawing remarkable insights from seemingly trivial observations. Your Wisdom modifier increases by +1 to a maximum of +2 and you gain Notice as a bonus skill. Once per game session, you may accept one System Strain as a Main Action and ask the GM a question. The GM then gives a one-sentence answer as if the PC were Sherlock Holmes or some other hyper-capable literary detective, along with a brief description of how the PC’s inhuman abilities of deduction produced the result.","mutations.cognition.memory-eater.description":"By consuming the brain tissue of an intelligent creature no more than one hour dead, you can share fragments of its memory. After eating part of a subject’s brain, you can ask it one question and gain a one or two-sentence answer from their memories. This ability works only once on any given brain. Your Intelligence modifier increases by +1 for 24 hours after eating an intelligent creature’s brain, up to a maximum of +3, and brain-eating feeds you for one day.","mutations.cognition.mental-bifurcation.description":"You can maintain two separate trains of thought at once. You cannot be surprised or suffer Execution Attacks and one half of your mind can sleep while the other remains awake, though you must rest quietly to recover as normal. Once per round, as an Instant action when you fail a Mental save, you may accept one System Strain to reroll the save.","mutations.cognition.mind-over-body.description":"Your mind has an abnormal degree of control over your physical processes, driving them to exceed their normal level. You may substitute either your Intelligence or Wisdom modifiers for your Strength or Constitution modifiers when the latter are called for, even for your hit point rolls each level. You can intellectually ignore pain and other physical sensations, though you still suffer the mechanical penalties, and you automatically stabilize when Mortally Wounded.","mutations.cognition.omniglot.description":"You have a natural ability to communicate with other intelligent creatures in a way they will find comprehensible. Your Charisma modifier increases by +1. You can speak to any intelligent creature as if you spoke their native language. You can learn to speak, read, and write any language with a day of practice with a native speaker.","mutations.cognition.predictive-analysis.description":"You have the ability to predict what others around you are about to do. Your Intelligence or Wisdom modifier increases by +1. Once per game session, accept one System Strain as an Instant action after someone else acts; events rewind to the beginning of your last turn, as what played out was simply what you predicted would happen. By predicting it, you changed it, and you may now act differently. This rewind ability only works in response to a creature’s actions, and cannot be used to undo natural events or accidents.","mutations.pseudo-psychic.force-field.description":"As a Main Action, you can generate a force field around yourself that absorbs up to 10 points of damage plus your character level before failing. The field vanishes at the end of your next round unless you spend a Move action sustaining it each round or accept 1 System Strain to maintain it to the end of the scene. Damage done to the shield regenerates at the end of each scene. If the shield is destroyed entirely, any overflow damage is done to you and you cannot re-summon it that scene.","mutations.pseudo-psychic.induce-confusion.description":"As a Main Action, focus on a living creature within 30 meters. Your target must make a Mental save; on a failure they suffer intense mental confusion for 1d6 rounds. While confused, a creature that does anything but remain stationary that round has a 50% chance of actually doing the opposite of what they intended to do with their Main Action: attacking the wrong target, moving in the wrong direction, using the wrong ability, or so forth. The GM decides specifics, but their confusion is never helpful to their cause. A creature can be targeted by this mutation only once per scene. Creatures with more hit dice than the user has levels get a Mental save to throw off the confusion at the end of each of their rounds. After the first time you use this mutation in a scene, additional uses add 1 System Strain.","mutations.pseudo-psychic.limited-precognition.description":"As an Instant action, accept 1 System Strain before performing an action that would take no more than a few seconds, such as pushing a button, drinking a liquid, or opening a door. You immediately sense the next six seconds of consequences that the GM thinks most likely to happen, observing them from your own perspective. If you wish, you may trigger this precognitive ability just before an otherwise-successful ambush or Execution Attack, foiling either.","mutations.pseudo-psychic.mental-domination.description":"As a Main Action, focus on a living creature within 10 meters. The target must make a Mental save; if it succeeds, nothing happens, though they are aware of your attempt to control them. If it fails, roll 1d6 per character level; if the total equals or exceeds their current hit points, they become totally physically subject to your will so long as you can see them and spend a Move action each round maintaining control. Thralls cannot be made to exercise judgment or answer questions, but will perform physical actions to the best of their ability even if they are suicidal. Domination ends at the end of the scene, only one creature can be dominated at a time, and only one attempt may be made to dominate a given creature per scene. This mutation does not work on creatures with more hit dice than the user has levels. After the first time you use this mutation in a scene, additional uses add 1 System Strain.","mutations.pseudo-psychic.mind-reader.description":"As a Main Action, accept one System Strain and target a visible creature. The target gets a Mental saving throw; if they succeed, you simply get a one-sentence description of what they’re thinking about right now. If they fail, you get that description and can ask their memories one question, getting a one or two-sentence answer if the question is one their memories could answer. A creature can be targeted by this mutation only once per day, and will not normally notice it even if they succeed in their save.","mutations.pseudo-psychic.neural-lockdown.description":"As a Main Action, focus on a living creature within 10 meters. They must make a Mental save; on a success, nothing happens but they are unaware of your attempt. On a failure, roll 1d6 per character level; if your total is equal or higher than their current hit points, they become paralyzed and insensate until you release them or the scene ends. They remember absolutely nothing that happened during the scene, filling in any blanks with their own natural assumptions. This mutation can target a given creature only once per scene. After the first time you use this mutation in a scene, additional uses add 1 System Strain.","mutations.pseudo-psychic.panic-wave.description":"As a Main Action, emit a wave of psychic terror in a 10-meter radius. Your allies can resist it, but all other living creatures must make a Morale check. A creature may choose to continue fighting even if it fails the check, but it then takes 1d6 damage per 2 character levels you possess, rounded up. If reduced to zero hit points this way, it regains one HP and flees. You may trigger this wave only once per scene. If used out of combat, this power grants a +2 bonus to any social skill checks reliant on intimidation.","mutations.pseudo-psychic.spatial-displacement.description":"As a Move action, teleport up to 10 meters to a location you can see. This movement counts as a Fighting Withdrawal for purposes of avoiding melee attacks. After the first use of this mutation in a scene, additional uses add 1 System Strain.","mutations.pseudo-psychic.telekinetic-reach.description":"As a Main Action, you can manipulate objects within 10 meters per character level as if handling them with your own two hands. You cannot lift yourself or manipulate objects being touched, worn, or driven by hostile living creatures. You can move manipulated objects at a maximum speed of 10 meters per activation.","mutations.pseudo-psychic.thermokinesis.description":"As a Main Action, target a living creature or flammable object within 30 meters. Objects targeted cannot be carried by a creature and large objects only have one cubic meter of their mass affected. Objects targeted by this power either freeze solid or burst into flame, and living creatures will suffer 2d10 heat or cold damage plus your character level, with a Physical saving throw for half. After the first time you use this attack in a scene, additional uses add 1 System Strain.","mutations.exotic.chameleon-field.description":"You can change your body and clothing’s color and texture at will. While you cannot become invisible, you gain Sneak as a bonus skill and a +1 bonus on all Sneak skill checks. When motionless, you can make an opposed Sneak versus Notice skill check to avoid notice even when an observer is directly in view of you. When more than 30 meters distant from a normally-sighted viewer, you cannot be detected visually unless you draw attention somehow.","mutations.exotic.electrical-generation.description":"You can charge your unarmed or conductive metal weapon attacks with electrical energy, adding 2d6 damage plus your character level as an Instant action. After the first use of this bonus in a scene, additional uses add 1 System Strain. Optionally, you can recharge a Type A energy cell at a cost of 1 System Strain. You ignore the first 10 points of damage from any electrical harm done to you.","mutations.exotic.hemovore.description":"You can feed on the life force of others, usually in a manner that involves blood drinking or other close physical contact. The victim must be an intelligent creature who is either helpless or cooperative. With one Main Action, you can drain 1d6 hit points and use them to heal damage you have suffered. If they cooperate, you can choose how many of their hit points to drain; if they resist, you might accidentally kill them. You cannot drain more hit points than they have. Draining a human to death will negate any need you may have for food or water for the next week.","mutations.exotic.image-projection.description":"As a Main Action, create a visual illusion within 30 meters that can fit in a 5-meter cube. The image can involve sound up to normal conversational volume and can move and act so long as you spend a Move action concentrating on it each round. The illusion persists for one round per character level after you stop concentrating on it. It is entirely intangible, and objects cannot be made invisible by the illusion, though they can be concealed by another image. After the first time you use this mutation in a scene, additional uses add 1 System Strain.","mutations.exotic.metamorph.description":"As a Main Action, alter your physical shape to any other humanoid form within 50% of your height or weight. You can mimic clothing and armor as part of this shift, but such mimicked items grant no AC or other benefits. You can perfectly impersonate another person if you’ve spent at least ten minutes personally interacting with them or have at least ten grams of their blood, hair, or other tissues.","mutations.exotic.molecular-phasing.description":"As a Main Action, accept 1 System Strain and alter your molecular composition to be slightly out of tune with mundane reality. Until the start of your next turn, you can move at your normal movement rate in any direction, passing through solid objects. You cannot affect or be affected by mundane matter or energy while phased. If you re-materialize while fully or partially embedded in something else, you are ejected into the nearest space that can contain you. Both you and the object you intersected take 1d6 damage per character level you possess.","mutations.exotic.natural-projectiles.description":"You have some sort of natural projectile or energy weapon that has the same combat statistics as a rifle on page 78, can be used without penalty in melee, and never runs out of ammunition under normal combat usage. You gain the Shoot skill as a bonus skill. Your natural projectiles get a +1 damage and hit bonus at level 3, +2 at level 6, and +3 at level 9.","mutations.exotic.pheromone-cloud.description":"You emit subtle pheromones that tweak the reasoning of intelligent creatures around you. As an On Turn action, accept one System Strain before making a request or suggestion to someone else. They must make a Mental save; if it fails, they will agree unless the request would bring them harm or be very contrary to their nature. A creature can be targeted by this mutation only once per scene.","mutations.exotic.photon-manipulation.description":"You can instinctively modulate the light level around you. You can create visible light within a 10-meter radius or shroud up to a 2-meter radius in inky darkness that resists all illumination. While shrouded, you gain an Armor Class bonus of +2 due to your obfuscation. You can see normally regardless of the light level around you. When you or an ally within 10 meters are hit by a laser weapon, accept one System Strain as an Instant action to negate the damage.","mutations.exotic.sound-generation.description":"You can produce any sound you wish up to the volume of a shout originating from a visible point within 30 meters. As a Main Action, you can focus on a target within 30 meters and make a sonic attack that inflicts 2d6 plus your level in non-lethal damage to any non-deaf creature. After the first use of this sonic attack in a scene, additional uses add 1 System Strain.","negative-mutations.animalistic-mentality.description":"You have psychological traits of some kind that make it difficult to deal with normal humans, including other mutants. Your Charisma modifier suffers a -1 penalty.","negative-mutations.anosmia.description":"You have no sense of smell or taste. Your Wisdom modifier takes a -1 penalty and you fail all skill checks reliant on either sense. You cannot identify poisoned or contaminated food or water unless it is visually obvious.","negative-mutations.awkward-mouth.description":"Your mouthparts are altered in ways that make it impossible to speak. Your allies understand your vocalizations and sign language, but you can only communicate by gestures with unfamiliar strangers. You cannot gain the Talk or Lead skills, but you gain the Crushing Jaws positive mutation for free.","negative-mutations.bestial-hunger.description":"You need to consume twice as much food and water as a normal human being in order to avoid privation. You cannot gain mutations that lower your food or water intake requirements.","negative-mutations.bleeder.description":"You die at the end of your third round after becoming Mortally Wounded, instead of after the sixth. Devices, abilities, and powers that would automatically stabilize you when you are Mortally Wounded simply do not work for you.","negative-mutations.blindness.description":"You are completely blind. After rolling all negative mutations, pick one free non-visual Sensory positive mutation of your choice that you presumably use to compensate. You cannot gain a Sensory mutation that improves your vision.","negative-mutations.chronic-seizures.description":"Whenever you roll a natural 1 on a hit roll or a natural 2 on a skill check, you must make a Physical save or suffer a seizure of some kind, dropping anything you’re holding and becoming unable to act for the rest of the scene. You can temporarily resist the seizure by accepting 1 System Strain for each round you delay it. You can’t suffer a seizure more than once per week.","negative-mutations.clumsy-paws.description":"Your hands or hand-equivalents are clumsy compared to human digits. You cannot manipulate any object more delicate than an oversized gun trigger.","negative-mutations.constant-secretions.description":"You exude secretions of some kind that triple your required daily water intake and double the Readied Encumbrance of any armor. You roll all skill checks to resist or escape grapples twice and take the better.","negative-mutations.deafness.description":"You are deaf, but can lip-read well enough to understand most others. You cannot gain a mutation that improves your hearing.","negative-mutations.deficient-polycephaly.description":"You have an additional head and brain, placed where you wish. Unfortunately, it is an idiot, and the stress of containing its impulses and thoughts applies a -1 modifier penalty to either your Intelligence or Wisdom, at your choice. If you roll a natural 2 on a social skill check, it will say the worst possible thing.","negative-mutations.distorted-speech.description":"You are unable to communicate clearly, whether due to a speech impediment, cognitive impairment, or an uncontrollable verbal tic. Your friends have learned to understand you, but you can’t communicate more than basic ideas to others. You cannot gain the Talk or Lead skills.","negative-mutations.distracted-mind.description":"You have difficulty maintaining a single line of thought. You suffer a -1 skill check penalty on any activity that takes more than five minutes to complete.","negative-mutations.energy-sink.description":"You passively absorb the energy of energy cells and powered devices on your person. Each day, any energy cells or powered devices you carry have a 1 in 6 chance of having been drained when you first try to use them at a critical moment. You ignore the first 10 points of electrical damage you take each round.","negative-mutations.feeble-joints.description":"Your musculature is poorly anchored. Your Strength modifier suffers a -1 penalty and you are entirely incapable of jumping.","negative-mutations.feral-mind.description":"You have a hard time dealing with abstract ideas. Your Intelligence modifier suffers a -1 penalty.","negative-mutations.fragile-system.description":"You are exceptionally susceptible to environmental toxins. You take a -2 penalty to all saving throws versus poisons and diseases and your maximum System Strain is decreased by 2, to a minimum of 3.","negative-mutations.glowbug.description":"Some significant part of you glows constantly, illuminating out to 10 meters and concealable only under whole-body wraps. The drain on your system applies a -1 Constitution modifier penalty. You automatically fail any Sneak checks involving unobtrusiveness, whether veiled or not.","negative-mutations.hemovore.description":"You must drink several liters of mammalian blood each week in addition to normal food or you begin to starve. A sheep-sized mammal is enough to feed you, or thirty or so humans taking turns to donate.","negative-mutations.insensate-flesh.description":"You have an extremely muted sense of touch, including sensing heat or pressure. You suffer a -1 penalty to your hit point roll each level, to a minimum of 1 point, as you are less capable of noticing injuries and aggravate them easily.","negative-mutations.light-sensitivity.description":"You can see normally in lowlight conditions, but daylight is blinding to you without goggles or other protective gear, and you suffer 1 System Strain in sunburn for each hour of sun exposure without an enveloping cloak. Laser weapons roll damage twice against you, taking the higher result.","negative-mutations.loose-limbs.description":"Your limbs break off and regrow. You suffer a -1 Dexterity modifier and when Mortally Wounded or you intentionally break it off, you lose a randomly-chosen arm or leg. It regrows in 1d4 weeks.","negative-mutations.low-resistances.description":"The first time you make a Physical, Mental, or Evasion save in a day, roll it twice and take the worst result.","negative-mutations.memory-damage.description":"You’re prone to losing chunks of memory not relevant to your current interests or activities. Your Intelligence modifier takes a -1 penalty and you cannot develop the Know skill.","negative-mutations.miasmic-stench.description":"You exude a stench that defies all conventional perfumes and fragrances, though your allies might eventually become numb to it. You fail any Sneak checks against creatures capable of smelling things and take a -1 penalty on all social skill checks. Insects and predatory animals will not recognize you as edible, though they may attack if you threaten them.","negative-mutations.misshapen.description":"Strangenesses of proportion and jointing make it impossible to wear armor or clothing that has not been tailored to you.","negative-mutations.musclebound.description":"Your physiology complicates movement. Your Dexterity modifier is reduced by 1.","negative-mutations.narrow-focus.description":"You have difficulty paying attention to your surroundings. Your Wisdom modifier suffers a -1 penalty and you cannot develop the Notice skill.","negative-mutations.overtaxed-physique.description":"Your mutations are more than your body can handle safely. Your maximum System Strain is lowered by 3 points, to a minimum of 3.","negative-mutations.place-blindness.description":"You have profoundly poor navigational skills. While you can find your way around familiar places you’ve lived in for at least a week, you will invariably become lost when traveling outside those areas unless guided.","negative-mutations.poor-eyesight.description":"Your eyes are too weak to make out anything more than 10 meters away from you. You cannot gain a positive Sensory mutation that improves your eyesight.","negative-mutations.primitive-cognition.description":"When you advance a character level, you gain one fewer skill point.","negative-mutations.sensitive-skin.description":"Your external integument can’t handle heavy pressure or chafing. You can’t wear armor of more than 1 Encumbrance and you gain 1 System Strain each day you wear any armor at all.","negative-mutations.short-lifespan.description":"Once you reach adulthood, your physical aging processes accelerate, though you do not become decrepit until your final year of life. At age 18 and each birthday afterwards, roll 1d100 and add your age. If the total is over 100, you’re going to die in 1d4 years.","negative-mutations.sleep-dependence.description":"Adequate sleep is critical for you. If you don’t get a good night’s sleep for some reason, you gain 2 System Strain.","negative-mutations.slow-development.description":"You have great difficulty matching the skills of others. Pick a favorite skill; all others have a maximum skill level 1 less than usual for your level, to a minimum of level-0.","negative-mutations.spindly.description":"Your body is not built for raw power. Your Strength modifier is reduced by 1 and you cannot gain the Exert skill.","negative-mutations.vexation-field.description":"Subsonic or electro-neural emissions subconsciously irritate everyone around you. Friends and allies can ignore it. You suffer a -1 Charisma modifier penalty and cannot gain the Lead or Connect skills.","negative-mutations.voracious.description":"If you don’t consume at least two food rations a day, you are so distracted by hunger that you must make a Mental save to resist spending at least one round eating anything edible you encounter, including enemy bodies.","negative-mutations.weak-heart.description":"Sharp exertion quickly exhausts you. Your Constitution modifier suffers a -1 penalty, and all Exert skill checks are rolled twice and the worst taken.","negative-mutations.attribute-deficiency.description":"Your lowest attribute suffers a -1 modifier penalty. If the lowest is tied, pick one. Reroll this mutation if its modifier is already at -2.","foci.alert.description":"You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\n\n**Level 1:** Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When your group rolls initiative, your vigilance allows them to roll twice and take the higher roll.\n\n**Level 2:** In addition to the benefits of level 1, you always act first in a combat round unless someone else involved is also this Alert.","foci.apex-predator.description":"You have extensive experience in hunting or handling dangerous wild animals, and know how to avoid, intimidate, or kill such beasts.\n\n**Level 1:** Gain Survive and Shoot as bonus skills. Once per scene as an On Turn action, force any hostile beasts in combat with the party to make a Morale check. Add half your level, rounded up, to any damage or Shock done to sub-sapient beasts.\n\n**Level 2:** Once per scene, as an Instant action, force a beast you’ve hit to make a Physical saving throw at a penalty equal to your Survive or combat skill, whichever is higher. On a failure, it takes your maximum hit points in extra damage.","foci.armsmaster.description":"You have an unusual competence with thrown weapons and melee attacks. This Focus’ benefits do not apply to unarmed attacks or non-thrown projectile weapons. This Focus’ bonuses also don’t stack with Deadeye or other Foci that add a skill’s level to your damage or Shock.\n\n**Level 1:** Gain Stab as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\n\n**Level 2:** The Shock from your melee attacks always treats the target as if they have AC 10. Gain a +1 bonus to hit with all thrown or melee attacks.","foci.assassin.description":"You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 27.\n\n**Level 1:** Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\n\n**Level 2:** You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards not directly in your path.","foci.authority.description":"You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. Where this Focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\n\n**Level 1:** Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or very uncharacteristic.\n\n**Level 2:** Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.","foci.close-combatant.description":"You’ve had all too much practice at close-in fighting and desperate struggles with pistol or blade. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.\n\n**Level 1:** Gain any combat skill as a bonus skill. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time.\n\n**Level 2:** The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.","foci.deadeye.description":"You have a gift with ranged weapons. While this talent most commonly applies to guns, it is also applicable to thrown weapons or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsmaster Focus at the same time as Deadeye.\n\n**Level 1:** Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a rifle or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll.\n\n**Level 2:** You can reload guns, crossbows, or other slow-loading weapons as an On Turn action, provided they don’t take more than a round to reload. You can use ranged weapons of any size in melee without penalty. Once per scene, as an On Turn action when target shooting at an inanimate, non-creature target, you automatically hit unless you roll a 2 on your Shoot skill check or the shot is physically impossible.","foci.diplomat.description":"You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\n\n**Level 1:** Gain Talk as a bonus skill. You speak all the languages common to your area and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\n\n**Level 2:** Once per game session, shift an intelligent NPC’s Reaction Roll one step closer to friendly if you can talk to them for at least thirty seconds.","foci.gray-man.description":"You are uncannily unremarkable. No one thinks to look twice at you, and you always seem an unprofitable mark for violence or theft.\n\n**Level 1:** Gain Sneak as a bonus skill. You know how to conceal your carried belongings so that you never appear to have anything worth stealing. Enemies will not target you in combat unless you are the only practical target or you are making yourself an immediate threat.\n\n**Level 2:** You can dress and carry yourself to blend into any group unless it’s so small that all members know each other. Once per day, as an On Turn action, gain two System Strain to be forgotten or ignored by everyone around you for the rest of the scene until you act in such a way as to draw attention. This ability can’t be used if someone is already paying specific attention to you.","foci.healer.description":"Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\n\n**Level 1:** Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\n\n**Level 2:** Pharmaceuticals or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing adds no System Strain, but can be used on a given target only once a day.","foci.henchkeeper.description":"You have a distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this Focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people, and are usually tribal outcasts, low-status enclave workers, or other people with few prospects in their own society. You can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase.\n\n**Level 1:** Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will go with you on missions and risk great danger to help you. Most peaceful modern citizens will fight as Peaceful Civilians as listed on page 215, using whatever gear they’re given. Wastelanders, civil war survivors, and other hardened souls will fight as Tribal Warriors on the same page. You can have one henchman at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman.\n\n**Level 2:** Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as Tough Survivors from page 215. You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.","foci.iron-stomach.description":"You are capable of eating even the most unappetizing, badly-contaminated, and semi-rotten foodstuffs without incurring harm, though you still can’t eat outright poison or other wholly inedible substances.\n\n**Level 1:** Gain Survive as a bonus skill. You do not need to make a disease check when drinking unfiltered water and you need only one ration of food every two days. You gain a +2 bonus on all saves versus poison or diseases.\n\n**Level 2:** Your System Strain maximum increases by +2, to a maximum of 20. By constant casual foraging of insects, grasses, bark, and other semi-edible substances you can feed yourself in any natural environment. You become immune to poisons short of military-grade engineered toxins.","foci.natural-immunity.description":"You have a remarkably strong immune system and are impervious to most ordinary sicknesses.\n\n**Level 1:** Your maximum System Strain increases by 2 points, up to a maximum of 20. You gain a +4 bonus on all saving throws versus diseases, and any diseases you incur are reduced one level of severity, with Mild diseases automatically resisted.\n\n**Level 2:** As level 1, but your maximum System Strain increases by a further +2 to a maximum of 22. You are immune to all normal diseases.","foci.pathfinder.description":"Even without navigation gear you have an instinctive knack for directions and safe routes of travel.\n\n**Level 1:** Gain Survive as a bonus skill. You always know what direction you’re facing. Groups you lead cannot Go Astray as explained on page 61, and gain bonus movement equal to two hours of travel without actually taking that time.\n\n**Level 2:** Scouting a hex takes half the ordinary time. You’re so good at choosing routes and muffling noise that your group is not considered Exposed even if you follow a road or drive a vehicle.","foci.road-warrior.description":"You pair enormous natural talent at driving with a zest for highway bloodshed. This Focus benefits only the driver of a vehicle, and for sci-fi campaign settings it does not include starships or non-atmospheric craft.\n\n**Level 1:** Gain Drive as a bonus skill. Once per scene, as an Instant action, reroll a Drive skill check. Any vehicle you drive has bonus hit points equal to twice your character level. You take no hit penalty for shooting from a moving vehicle and gain a bonus Main Action each round that can only be used to attack with a weapon while driving or fire a vehicle-mounted weapon.\n\n**Level 2:** Any vehicle you drive gains a +1 Speed bonus. Allies riding with you suffer no penalty for shooting from a moving vehicle. Once per scene, gain the benefits of the Veteran’s Luck Edge applied only to vehicle weapons or hits by weapons against the vehicle you’re driving.","foci.robot-whisperer.description":"You have an intuitive knack for dealing with robotic entities or AIs, whether diplomatically or otherwise.\n\n**Level 1:** Gain Fix or Program as a bonus skill. Once per day, as an Instant action, reroll any social skill check made involving an expert system robot, VI, or AI. Gain a +2 bonus on all Reaction Rolls involving robots. Gain a +4 bonus on hit and damage rolls toward robots, and you can harm them even with primitive weapons or unarmed attacks.\n\n**Level 2:** You have mastered esoteric override codes. Once per scene, as a Main Action, issue a command to an expert system robot that is no longer than two sentences. The robot gets a Mental save to resist at a penalty equal to your Fix or Program skill level; on a failure, it obeys that command for up to a scene, even if suicidal. VIs and AIs cannot be controlled this way.","foci.scrapsmith.description":"You find use in the smallest fragment of salvage, and can build things far more efficiently and effectively than other technicians.\n\n**Level 1:** Gain Fix as a bonus skill. Building devices from scrap costs half as much scrap as it normally would, rounded up. Once per game session, you can declare that you actually have any device, weapon, or object your skills and resources would have allowed you to make during recent downtime, though it costs no scrap and can’t be larger than a suit of armor. Any weapon using ammo is fully loaded. This device or object functions until you use this ability again, after which it breaks down due to lack of maintenance.\n\n**Level 2:** You can repair damaged weapons, armor, or personal equipment without needing to use scrap, and can fix a whole party’s gear in fifteen minutes. When you break down an object for scrap, you get 50% more scrap from it, rounded down.","foci.shocking-assault.description":"You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\n\n**Level 1:** Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place and the target is not immune to Shock.\n\n**Level 2:** In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks that do Shock. As usual, regular hits never do less damage than this Shock would do.","foci.skilled-combat-rider.description":"You were meant to fight from beast-back. You can always find a horse or setting-equivalent riding beast with a week of searching if any are to be had in the area. This may be a self-broken wild mustang or an “acquired” animal. Only you can ride this mount.\n\n**Level 1:** Gain Drive or Ride as a bonus skill. Your mount shares your AC, if better, and once per round you can take damage in lieu of harm to your mount. Any beast you ride counts as a combat-trained animal in terms of the mounted combat rules on page 50.\n\n**Level 2:** Any beast you ride counts as a war beast for training purposes. You suffer no penalty for ranged mounted attacks. Your mount gains 10 bonus hit points to their maximum. These bonus hit points are refreshed at the start of each fight.","foci.slippery.description":"You are remarkably hard to grapple or restrain, either due to natural nimbleness, flexible joints, or blind luck.\n\n**Level 1:** Gain Punch or Exert as a bonus skill. You gain a natural +4 bonus on all rolls to resist grappling attempts and can slip out of any restraints short of a full-body straitjacket as a Main Action. You can make a Fighting Withdrawal as an On Turn action.\n\n**Level 2:** As level 1, but you cannot be grappled against your will. Your Dexterity modifier increases by +1, to a maximum of +2.","foci.snipers-eye.description":"You are an expert at placing a bullet or arrow on an unsuspecting target. These special benefits only apply when making an Execution Attack with a gun, bow, or thrown weapon, as described on page 30.\n\n**Level 1:** Gain Shoot as a bonus skill. When making a skill check for a ranged Execution Attack or target shooting, roll 3d6 and drop the lowest die.\n\n**Level 2:** You don’t miss ranged Execution Attacks. A target hit by one takes a -4 penalty on the Physical saving throw to avoid immediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.","foci.spark-of-brilliance.description":"Whether a grizzled veteran who can still perform when the chips are down or a young prodigy with flashes of genius, you demonstrate sudden moments of superlative skill.\n\n**Level 1:** Gain any skill as a bonus skill. Pick three skills relevant to your background or concept. Once per day as an Instant action, treat one of those skills as level-4 for the rest of the scene. This insight doesn’t last long enough to undertake prolonged efforts such as gear construction or mod maintenance, but it’s time enough for surgery or repair. Any time you advance a level, you may choose to swap out this Focus for a different one.","foci.specialist.description":"You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a natural athlete, a brilliant engineer, or some other savant, your expertise is extremely reliable. You may take this Focus more than once for different skills.\n\n**Level 1:** Gain a non-combat skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.\n\n**Level 2:** Roll 4d6 and drop the two lowest dice for all skill checks in this skill.","foci.strong-back.description":"You can carry a remarkable amount of gear for someone of your size and strength, gaining special benefits in Encumbrance as explained on page 71.\n\n**Level 1:** Gain Exert as a bonus skill. Your Strength is treated as 18 for purposes of Encumbrance. You can carry a downed teammate as if they were 6 points of Encumbrance, and it does not slow down your overland travel.\n\n**Level 2:** Your Strength modifier increases by +1, to a maximum of +2. You can use your Stowed Encumbrance as if it were Readied, and it takes you no extra time to break open bundled gear.","foci.survivalist.description":"You are a grizzled survivor of harsh environments and bitter privation. A lifestyle that would rapidly kill an office worker is no more than daily living for you.\n\n**Level 1:** Gain Survive as a bonus skill. You can sleep without fire or shelter without suffering privation, barring midwinter conditions. A foraging party you are with rolls all foraging skill checks and results twice and takes the better roll. You can find enough food and water to sustain yourself while traveling normally through any non-desolate landscape.\n\n**Level 2:** Your Constitution modifier increases by +1, to a maximum of +2. You sleep so lightly that you count as being awake for purposes of detecting danger or unusual events around the campsite.","foci.tinker.description":"You have a natural talent for modifying and improving equipment, as given in the rules on page 30.\n\n**Level 1:** Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Vehicle and gear mods cost only half their usual price or scrap requirements, rounded up, though experimental component requirements remain the same.\n\n**Level 2:** Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score, up to a maximum of Fix-5. Advanced mods require one fewer experimental components to make, down to a minimum of zero.","foci.unarmed-combatant.description":"Your empty hands are more dangerous than knives in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding pistols, rifles and similar ranged arms, though you need at least one hand free to do so.\n\n**Level 1:** Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. While you normally add your Punch skill level to any unarmed damage you inflict, don’t add it twice to Shock damage. If using the optional Traumatic Hit rules, your attacks have a Trauma Die of 1d6 and a Trauma Rating of x2.\n\n**Level 2:** Even on a miss with a Punch attack, you do an unmodified 1d6 damage, plus any Shock that the blow might inflict on the target. Your Trauma Die becomes 1d8 for lethal attacks.","foci.unnumbered-friends.description":"You have an astonishing ability to find or make friends in the most unlikely places.\n\n**Level 1:** Gain Connect as a bonus skill. Once per game session, when dealing with a group or organization, the GM picks someone among them as a friend of yours or one who takes a great liking to you. They’ll do favors that don’t expose them to serious danger or loss, and the friendship will continue unless you or your allies directly harm them or things they love.\n\n**Level 2:** Your Charisma modifier increases by +1, to a maximum of +2. Once per session, spend an hour socializing with someone. They become your good friend unless they have a very good reason not to be, and will remain so until you or your allies betray the friendship.","foci.unstable-mutant.description":"Your mutations are prone to shifting randomly over time as your body seeks a stasis it never quite achieves. This Focus is available only to PCs with the Mutant Edge.\n\n**Level 1:** You gain one randomly-rolled positive mutation. This mutation is rerolled at the start of each month. Once per day, as a Main Action, accept four points of System Strain to reroll the mutation right then and there.\n\n**Level 2:** When you reroll this Focus’s mutation, roll twice and pick whichever you prefer. Once per week, as a Main Action, accept four points of System Strain and shift this mutation to any positive mutation of your choice. This change lasts one scene, after which it reverts to its prior roll.","foci.unique-gift.description":"Your PC has a unique type of mutation, an exceptional human ability, or some experimental genetic modification that grants them some benefit that isn’t covered under existing options. This benefit shouldn’t be a simple bonus to something you already do; it should be a power or ability that gives you options that you just wouldn’t have otherwise. It also shouldn’t be used to simply optimize an existing character concept, but instead should allow you to make a character who wouldn’t make sense without this special ability. It’s up to the GM to decide what’s reasonable and fair to be covered under this gift, and whatever they allow should be roughly equivalent to the existing Focus options in overall power. If an ability is particularly powerful or a mutation is especially draining, it might require the user to take System Strain to use it, as described on page 31. As a general rule this ability should be better than a piece of gear the PC could buy. The player is spending a very limited resource when they make this Focus pick, so what they get should be good enough that they can’t just duplicate it with a fat bank account.","foci.whirlwind-assault.description":"You are a frenzy of bloody havoc in melee combat, and can hack down numerous lesser foes in close combat… assuming you survive being surrounded.\n\n**Level 1:** Gain Stab or Punch as a bonus skill. Once per scene, as an On Turn action, apply your Shock damage to all foes within melee range, assuming they’re susceptible to your Shock.\n\n**Level 2:** The first time you kill someone in a round with a normal attack, either with its rolled damage on a hit or with the Shock damage it inflicts, instantly gain a second attack on any target within range using any Ready weapon you have.","foci.zombie-smasher.description":"Whether through long practice or sheer bloodthirst, you are incredibly efficient at putting down the dead. This Focus is inapplicable to non-Deadlands campaigns.\n\n**Level 1:** As a Main Action, kill up to six zombies of 1 HD or less within range of your weapon. If using a gun, expend one bullet or charge per zombie. Each use of this ability in a scene after the first adds one System Strain.\n\n**Level 2:** Your attack roll against zombies always counts as a natural 20. You do an additional 8 points of damage to zombies on a hit.","backgrounds.courtesan.description":"You traded your company for protection or profit. You may have been a sophisticated and platonic companion, a common pre-collapse streetwalker, a “friend” to everyone in your post-apocalyptic tribe, or a favored consort to someone important. The skills you developed in managing sometimes-dangerous clients have a broad scope of application.","backgrounds.crafter.description":"Whether a post-nuclear scrapsmith stitching debris into functioning gear or a talented modern-day engineer thrown into a collapsing world, you know how to make something out of very little, if not exactly nothing. Your skills are valuable in any time of crisis, though you may need allies to help you obtain the precious parts and raw materials you need for your creations.","backgrounds.diplomat.description":"Negotiator, salesman, political activist, or tribal envoy; you survived by your persuasiveness and your ability to find common ground in an unfriendly world. The apocalypse might have made violence a more practical option for a lot of your interlocutors, but it has also dispelled any illusions about how dear its cost can be.","backgrounds.entertainer.description":"Even the most desperate refugee camp or hardscrabble tribal village has need for diversion from their unhappy lives. You provided that, whether as a pre-collapse comedian or singer, a tribal storyteller, an impresario for arena fights, or someone else worth keeping fed for the pleasure of their company. Your talents may seem trivial in the face of this wretched new world, but they offer an escape from a reality that many find unbearable.","backgrounds.farmer.description":"Before the collapse, you might have been an agribusiness worker, an enthusiastic homesteader, or a hard-pressed family farmer working ancestral land. After the apocalypse, you became the foundation of human survival. Knowing how to raise a crop with nothing more than hand tools and backbreaking labor is the difference between a spare survival and a thin and hungry grave.","backgrounds.healer.description":"Modern-day physicians, therapists, nurses, and paramedics have their match in post-apocalyptic shamans, healers, and priests. Every society needs someone skilled in tending to the sick, even if the resources available may be limited to local herbs and a handful of scavenged medical tools. With the constant danger and regular injuries to be found in a post-apocalyptic world, there are few enclaves that would not welcome a skilled healer.","backgrounds.hunter.description":"Present-day game wardens, poachers, professional guides, and avid recreational hunters might all have the skills of a hunter. After the apocalypse, some primitive tribes might be able to survive chiefly off the game their able-bodied members harvest, assuming that game doesn’t harvest them first.","backgrounds.noble.description":"Most societies have some sort of recognized elite. The modern caste of CEOs, high-ranking politicians, and old-money gentry have their match in a post-collapse world’s more literal nobility or sacred lineages. Few post-apocalyptic communities have so much ease as to afford a purely ornamental ruling class, however, and their young scions are often expected to make something of themselves before they can expect any respect.","backgrounds.outcast.description":"Every society has its outcasts and lurkers around the margins. Homeless vagrants, petty criminals, low-caste workers in despised professions, and a cloud of beggars, junkies, and disgraced offspring can be found in almost any city. Such a life forces its subjects to learn hard lessons quickly, for it has little pity for those who cannot.","backgrounds.priest.description":"Modern-day clergy find ample work after the end of the world, with countless desperate survivors craving some message of hope and meaning. In far-future radioactive wastelands, mutant shamans and apostles of the holy ancients bring word from unseen powers and guidance for a world that remains a terrible mystery to most.","backgrounds.raider.description":"It’s easier to take than to make, and raiders in every era are all too glad to take the easier route. Modern robbers, hijackers, and back-country bandits have their post-apocalyptic heirs in leather-clad marauders and savage bands of pillagers. As hated as raiders are by most survivors, raider bands still have better prospects for food and safety while the world remains too disordered to deal with them.","backgrounds.rider.description":"Modern truckers, sailors, pilots, and other transport specialists are accustomed to getting their cargo delivered despite the hardships of the road. These troubles are significantly greater for post-apocalyptic haulers and outriders. With the dearth of functioning vehicles, riders of the mutant wastes trust in a fast equimorph and a keen sense of danger to keep them alive.","backgrounds.savage.description":"Some people are wholly beyond the reach of modern civilization, even after the end of the world. These ferals, tribals, radical hermits, or esoteric subculture members rely on nothing more than primitive tools and their own extensive survival skills. After the apocalypse, savage tribes can often be found living in environments that would quickly kill off any softer populace.","backgrounds.scavenger.description":"You made your living by fixing or repurposing things that others threw away. You may have been a junkman or repair tech before the apocalypse, while scavengers afterwards often dare far more dangerous surroundings to plunder the treasures of the lost world. Most enclaves rely heavily on the skills of their scavengers to make up for the myriad things too complex for them to make new.","backgrounds.scholar.description":"Even after the apocalypse, knowledge remains a precious resource for any community. Modern-day professors, teachers, students, and private enthusiasts may find it necessary to focus on more pragmatic fields than they would like, but there remain mysteries enough in the world to demand someone versed at puzzling them out.","backgrounds.scout.description":"Your PC made their living through careful reconnaissance, whether as a wilderness guide, military recon specialist, surveyor, fire watcher, or other sharp eye. After the collapse, any survivor with a well-honed ability to sneak through dangerous territory and bring back useful reports is sure to become a valuable asset for their community, even if their longevity may be somewhat lacking.","backgrounds.slave.description":"The chained thralls of savage bandit clans, wretched tribal outcasts forced to labor for their betters, and downtrodden mutant untouchables subsisting at the fringes of a settlement are all common enough faces of slavery in a radioactive wasteland. For campaigns set before the end, your PC may simply have been a laborer trapped in debt indenture or the hapless minion of some tyrannical boss. Whatever the details, you learned to labor and to endure — and to escape when the opportunity came.","backgrounds.trader.description":"Even in the ashes of an apocalypse, trade remains preferable to lead for most survivors. Your PC knows how to cut deals with strangers without ending up on the wrong end of a bargain or of a gun. Whether you were a salesman before the collapse, or a shopkeeper, or a freelancer forced to make their own way in the world, you still know how to spot opportunities and how to exploit them to the full.","backgrounds.wanderer.description":"The first months of societal collapse send forth waves of desperate refugees in search of food and safety. The overwhelming majority leave their bones by the road, but you somehow survived. You may have led a hard life before as a vagrant or a restless drifter, but you know how to eke a living out of a barren land. In later ages, you might be the last survivor of an extinguished village, or a refugee from the losing side of some struggle.","backgrounds.warrior.description":"A simple profession that wears many faces, your role was that of a fighter. Whether street thug, soldier, boxer, bouncer, templar, or tribal spearman, your place was to fight and win. There is no lack of fresh violence after the collapse, and many are the ordinary men and women who discover their only relevant talent in this new world is their ability to add to the killing.","pack.name":"Ashes Without Number","headline":"{type_background}"};
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export default {"backgrounds.courtesan.name":"Courtesan","backgrounds.crafter.name":"Crafter","backgrounds.diplomat.name":"Diplomat","backgrounds.entertainer.name":"Entertainer","backgrounds.farmer.name":"Farmer","backgrounds.healer.name":"Healer","backgrounds.hunter.name":"Hunter","backgrounds.noble.name":"Noble","backgrounds.outcast.name":"Outcast","backgrounds.priest.name":"Priest","backgrounds.raider.name":"Raider","backgrounds.rider.name":"Rider","backgrounds.savage.name":"Savage","backgrounds.scavenger.name":"Scavenger","backgrounds.scholar.name":"Scholar","backgrounds.scout.name":"Scout","backgrounds.slave.name":"Slave","backgrounds.trader.name":"Trader","backgrounds.wanderer.name":"Wanderer","backgrounds.warrior.name":"Warrior","edges.beacon-of-hope.name":"Beacon of Hope","edges.comrade.name":"Comrade","edges.educated.name":"Educated","edges.focused.name":"Focused","edges.ghost.name":"Ghost","edges.hard-to-kill.name":"Hard to Kill","edges.killing-blow.name":"Killing Blow","edges.masterful-expertise.name":"Masterful Expertise","edges.on-target.name":"On Target","edges.prodigy.name":"Prodigy","edges.survivors-fortune.name":"Survivor's Fortune","edges.veterans-luck.name":"Veteran's Luck","edges.hardened-genetics.name":"Hardened Genetics","edges.mutant.name":"Mutant","edges.mutation-acceleration.name":"Mutation Acceleration","edges.systemic-immunity.name":"Systemic Immunity","edges.theyre-here.name":"They're Here","edges.cold-blood.name":"Cold Blood","edges.faceless.name":"Faceless","edges.forged-by-fire.name":"Forged By Fire","edges.prodigy.choices.attribute.prompt":"Attribute that becomes 18","edges.prodigy.prerequisites.not-underdog":"Not an underdog","edges.hardened-genetics.choices.attribute.prompt":"Attribute modifier +1","edges.hardened-genetics.prerequisites.not-mutant":"Not a mutant","edges.mutant.choices.penalty.prompt":"Attribute modifier -1","edges.mutation-acceleration.prerequisites.mutant":"Mutant","foci.alert.name":"Alert","foci.apex-predator.name":"Apex Predator","foci.armsmaster.name":"Armsmaster","foci.assassin.name":"Assassin","foci.authority.name":"Authority","foci.close-combatant.name":"Close Combatant","foci.deadeye.name":"Deadeye","foci.diplomat.name":"Diplomat","foci.gray-man.name":"Gray Man","foci.healer.name":"Healer","foci.henchkeeper.name":"Henchkeeper","foci.iron-stomach.name":"Iron Stomach","foci.natural-immunity.name":"Natural Immunity","foci.pathfinder.name":"Pathfinder","foci.road-warrior.name":"Road Warrior","foci.robot-whisperer.name":"Robot Whisperer","foci.scrapsmith.name":"Scrapsmith","foci.shocking-assault.name":"Shocking Assault","foci.skilled-combat-rider.name":"Skilled Combat Rider","foci.slippery.name":"Slippery","foci.snipers-eye.name":"Sniper's Eye","foci.spark-of-brilliance.name":"Spark of Brilliance","foci.specialist.name":"Specialist","foci.strong-back.name":"Strong Back","foci.survivalist.name":"Survivalist","foci.tinker.name":"Tinker","foci.unarmed-combatant.name":"Unarmed Combatant","foci.unnumbered-friends.name":"Unnumbered Friends","foci.unstable-mutant.name":"Unstable Mutant","foci.unique-gift.name":"Unique Gift","foci.whirlwind-assault.name":"Whirlwind Assault","foci.zombie-smasher.name":"Zombie Smasher","foci.specialist.choices.skill.prompt":"Skill","foci.specialist.choices.skill.options.administer.name":"Administer","foci.specialist.choices.skill.options.connect.name":"Connect","foci.specialist.choices.skill.options.drive.name":"Drive","foci.specialist.choices.skill.options.exert.name":"Exert","foci.specialist.choices.skill.options.fix.name":"Fix","foci.specialist.choices.skill.options.heal.name":"Heal","foci.specialist.choices.skill.options.know.name":"Know","foci.specialist.choices.skill.options.lead.name":"Lead","foci.specialist.choices.skill.options.notice.name":"Notice","foci.specialist.choices.skill.options.perform.name":"Perform","foci.specialist.choices.skill.options.program.name":"Program","foci.specialist.choices.skill.options.sneak.name":"Sneak","foci.specialist.choices.skill.options.survive.name":"Survive","foci.specialist.choices.skill.options.talk.name":"Talk","foci.specialist.choices.skill.options.trade.name":"Trade","foci.specialist.choices.skill.options.work.name":"Work","foci.unstable-mutant.prerequisites.mutant":"Mutant","templates.unarmed-combatant.name":"{base} (Unarmed Combatant)","mutation-categories.cognition.name":"Cognition","mutation-categories.exotic.name":"Exotic","mutation-categories.hybrid.name":"Hybrid","mutation-categories.pseudo-psychic.name":"Pseudo-psychic","mutation-categories.sense.name":"Sense","mutation-categories.structure.name":"Structure","mutations.structure.augmented-muscle.name":"Augmented Muscle","mutations.structure.explosive-exertion.name":"Explosive Exertion","mutations.structure.hypercontortion.name":"Hypercontortion","mutations.structure.improved-joints.name":"Improved Joints","mutations.structure.leaper.name":"Leaper","mutations.structure.redundant-organs.name":"Redundant Organs","mutations.structure.regenerator.name":"Regenerator","mutations.structure.reinforced-tissues.name":"Reinforced Tissues","mutations.structure.sealed-systems.name":"Sealed Systems","mutations.structure.stamina-reserves.name":"Stamina Reserves","mutations.sense.accelerated-perception.name":"Accelerated Perception","mutations.sense.acute-hearing.name":"Acute Hearing","mutations.sense.acute-olfaction.name":"Acute Olfaction","mutations.sense.echolocation.name":"Echolocation","mutations.sense.empathic-sensitivity.name":"Empathic Sensitivity","mutations.sense.night-vision.name":"Night Vision","mutations.sense.panoptic-vision.name":"Panoptic Vision","mutations.sense.tactile-analysis.name":"Tactile Analysis","mutations.sense.telescopic-sight.name":"Telescopic Sight","mutations.sense.thermal-vision.name":"Thermal Vision","mutations.hybrid.aquatic-adaptation.name":"Aquatic Adaptation","mutations.hybrid.arboreal-aptitude.name":"Arboreal Aptitude","mutations.hybrid.centauroid.name":"Centauroid","mutations.hybrid.crushing-jaws.name":"Crushing Jaws","mutations.hybrid.digitigrade-legs.name":"Digitigrade Legs","mutations.hybrid.functional-wings.name":"Functional Wings","mutations.hybrid.prehensile-limb.name":"Prehensile Limb","mutations.hybrid.savage-claws.name":"Savage 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skill","actions.improve-skill.params.skill.name":"Skill","actions.improve-skill.params.skill.values.administer.name":"Administer","actions.improve-skill.params.skill.values.connect.name":"Connect","actions.improve-skill.params.skill.values.drive.name":"Drive","actions.improve-skill.params.skill.values.exert.name":"Exert","actions.improve-skill.params.skill.values.fix.name":"Fix","actions.improve-skill.params.skill.values.heal.name":"Heal","actions.improve-skill.params.skill.values.know.name":"Know","actions.improve-skill.params.skill.values.lead.name":"Lead","actions.improve-skill.params.skill.values.notice.name":"Notice","actions.improve-skill.params.skill.values.perform.name":"Perform","actions.improve-skill.params.skill.values.program.name":"Program","actions.improve-skill.params.skill.values.punch.name":"Punch","actions.improve-skill.params.skill.values.shoot.name":"Shoot","actions.improve-skill.params.skill.values.sneak.name":"Sneak","actions.improve-skill.params.skill.values.stab.name":"Stab","actions.improve-skill.params.skill.values.survive.name":"Survive","actions.improve-skill.params.skill.values.talk.name":"Talk","actions.improve-skill.params.skill.values.trade.name":"Trade","actions.improve-skill.params.skill.values.work.name":"Work","actions.improve-skill.results.barred.name":"Barred by a mutation","actions.improve-skill.results.improved.name":"Improved","actions.improve-skill.results.level-too-low.name":"Level too low","actions.improve-skill.results.maxed.name":"Already level-4","actions.improve-skill.results.not-enough-points.name":"Not enough skill points","actions.kit-entry.name":"Starting gear roll","actions.kit-entry.params.entry.name":"Entry","actions.kit-entry.params.random.name":"Random","actions.kit-entry.params.table.name":"Table","actions.kit-entry.results.added.name":"Added","actions.kit-entry.steps.melee.prompt":"TL2 melee weapon","actions.level-up.name":"Advance a level","actions.level-up.params.random.name":"Random","actions.level-up.results.advanced.name":"Advanced","actions.mutate.name":"Mutations","actions.mutate.options.concealed.name":"Concealable stigma (1 point)","actions.mutate.options.0.name":"None","actions.mutate.options.1.name":"One","actions.mutate.options.3.name":"Three","actions.mutate.options.2.name":"Two","actions.mutate.options.visible.name":"Visible stigma","actions.mutate.params.random.name":"Random","actions.mutate.results.mutated.name":"Mutated","actions.mutate.steps.concealed.prompt":"Stigma","actions.mutate.steps.negatives.prompt":"Negative mutations to accept","actions.reassign-barred-skills.name":"Reassign skills past their maximum","actions.reassign-barred-skills.params.random.name":"Random","actions.reassign-barred-skills.results.reassigned.name":"Reassigned","actions.roll-mutation.name":"Roll a positive mutation","actions.roll-mutation.params.category.name":"Category","actions.roll-mutation.params.origin.name":"Bought as","actions.roll-mutation.params.origin.values.category.name":"Rolled in a category","actions.roll-mutation.params.origin.values.chosen.name":"Chosen","actions.roll-mutation.params.origin.values.free.name":"Free","actions.roll-mutation.params.origin.values.random.name":"Rolled","actions.roll-mutation.params.origin.values.unstable.name":"Unstable Mutant","actions.roll-mutation.params.random.name":"Random","actions.roll-mutation.results.rolled.name":"Rolled","actions.roll-mutation.steps.exact.prompt":"Rolled mutation","actions.roll-mutation.steps.fallback.prompt":"Mutation (rolled again)","actions.roll-negative-mutation.name":"Roll a negative mutation","actions.roll-negative-mutation.params.random.name":"Random","actions.roll-negative-mutation.results.rolled.name":"Rolled","actions.roll-negative-mutation.steps.fallback.prompt":"Negative mutation (rolled again)","actions.roll-negative-mutation.steps.sense.prompt":"Free sensory mutation","actions.roll-stigma.name":"Roll a stigma","actions.roll-stigma.results.rolled.name":"Rolled","actions.save.name":"Saving throw","actions.save.params.save.name":"Save","actions.skill-check.name":"Skill check","actions.skill-check.params.attribute.name":"Attribute modifier","actions.skill-check.params.difficulty.name":"Difficulty","actions.skill-check.params.skill.name":"Skill","actions.skill-points-toward.name":"Skill points toward a skill","actions.skill-points-toward.options.administer.name":"Administer","actions.skill-points-toward.options.connect.name":"Connect","actions.skill-points-toward.options.drive.name":"Drive","actions.skill-points-toward.options.exert.name":"Exert","actions.skill-points-toward.options.fix.name":"Fix","actions.skill-points-toward.options.heal.name":"Heal","actions.skill-points-toward.options.know.name":"Know","actions.skill-points-toward.options.lead.name":"Lead","actions.skill-points-toward.options.notice.name":"Notice","actions.skill-points-toward.options.perform.name":"Perform","actions.skill-points-toward.options.program.name":"Program","actions.skill-points-toward.options.punch.name":"Punch","actions.skill-points-toward.options.shoot.name":"Shoot","actions.skill-points-toward.options.sneak.name":"Sneak","actions.skill-points-toward.options.stab.name":"Stab","actions.skill-points-toward.options.survive.name":"Survive","actions.skill-points-toward.options.talk.name":"Talk","actions.skill-points-toward.options.trade.name":"Trade","actions.skill-points-toward.options.work.name":"Work","actions.skill-points-toward.params.points.name":"Points","actions.skill-points-toward.params.random.name":"Random","actions.skill-points-toward.params.skills.name":"Skills","actions.skill-points-toward.results.spent.name":"Spent","actions.skill-points-toward.results.none.name":"Every skill at level-4","actions.skill-points-toward.steps.skill.prompt":"Skill","actions.starting-equipment.name":"Starting equipment","actions.starting-equipment.options.1.name":"Entry 1","actions.starting-equipment.options.10.name":"Entry 10","actions.starting-equipment.options.11.name":"Entry 11","actions.starting-equipment.options.12.name":"Entry 12","actions.starting-equipment.options.13.name":"Entry 13","actions.starting-equipment.options.14.name":"Entry 14","actions.starting-equipment.options.15.name":"Entry 15","actions.starting-equipment.options.16.name":"Entry 16","actions.starting-equipment.options.17.name":"Entry 17","actions.starting-equipment.options.18.name":"Entry 18","actions.starting-equipment.options.19.name":"Entry 19","actions.starting-equipment.options.2.name":"Entry 2","actions.starting-equipment.options.20.name":"Entry 20","actions.starting-equipment.options.3.name":"Entry 3","actions.starting-equipment.options.4.name":"Entry 4","actions.starting-equipment.options.5.name":"Entry 5","actions.starting-equipment.options.6.name":"Entry 6","actions.starting-equipment.options.7.name":"Entry 7","actions.starting-equipment.options.8.name":"Entry 8","actions.starting-equipment.options.9.name":"Entry 9","actions.starting-equipment.options.innocents.name":"Hapless innocents","actions.starting-equipment.options.near-future.name":"Wasteland warrior: near-future survivor","actions.starting-equipment.options.pick.name":"Pick one item","actions.starting-equipment.options.prepared.name":"You saw it coming","actions.starting-equipment.options.roll.name":"Roll three times","actions.starting-equipment.options.wasteland.name":"Wasteland warrior: wasteland wanderer","actions.starting-equipment.params.random.name":"Random","actions.starting-equipment.results.equipped.name":"Equipped","actions.starting-equipment.steps.entry.prompt":"Table entry","actions.starting-equipment.steps.extra.prompt":"One item or three rolls","actions.starting-equipment.steps.kit.prompt":"Starting equipment option","actions.starting-equipment.steps.prepared.prompt":"Gear choice","actions.starting-equipment.steps.weapon.prompt":"Primitive weapon","bands.attack.hit.name":"Hit","bands.attack.miss.name":"Miss","bands.check.failure.name":"Failure","bands.check.rolled.name":"Rolled","bands.check.success.name":"Success","bands.save.failure.name":"Failed","bands.save.success.name":"Saved","constraints.creation-background":"A new survivor needs a background","constraints.creation-skill-limit":"No skill above level-1 at creation","constraints.edge-limit":"More edges than the level allows","constraints.edge-once":"An edge taken twice (only Focused may be)","constraints.encumbrance-limit":"Carrying more than can be hauled","constraints.focus-limit":"More focus levels than the level allows","constraints.focus-once":"A focus taken twice (only Specialist may be)","constraints.forbidden-skill":"A skill a negative mutation forbids","constraints.mutant-only":"Only a mutant has mutations","constraints.mutation-once":"A mutation held twice","constraints.mutation-points":"More mutation points spent than gained","constraints.negative-mutation-limit":"More than three negative mutations","constraints.negative-mutation-once":"A negative mutation held twice","constraints.one-armor":"Only one suit of armor can be worn","constraints.sensitive-skin":"Sensitive Skin bars armor over 1 encumbrance","constraints.underdog":"The underdog rule needs attribute modifiers totaling -1 or less","creation.guided.description":"Make each choice yourself, with the quick picks recommended.","creation.guided.name":"Guided","creation.random.description":"Roll attributes, background, skills, edges, foci and mutations at random.","creation.random.name":"Random","fields.ac.value.name":"Armor Class","fields.ac.vsGuns.name":"AC against guns","fields.attributes.boosts.name":"Attribute boosts bought","fields.attributes.cha.mod.name":"Charisma modifier","fields.attributes.cha.score.name":"Charisma","fields.attributes.con.mod.name":"Constitution modifier","fields.attributes.con.score.name":"Constitution","fields.attributes.dex.mod.name":"Dexterity modifier","fields.attributes.dex.score.name":"Dexterity","fields.attributes.int.mod.name":"Intelligence modifier","fields.attributes.int.score.name":"Intelligence","fields.attributes.str.mod.name":"Strength modifier","fields.attributes.str.score.name":"Strength","fields.attributes.wis.mod.name":"Wisdom modifier","fields.attributes.wis.score.name":"Wisdom","fields.combat.attackBonus.name":"Attack bonus","fields.combat.traumaTarget.name":"Trauma target","fields.edges.allowed.name":"Edges allowed","fields.edges.count.name":"Edges","fields.edges.underdog.name":"Underdog","fields.encumbrance.overload.name":"Overloaded","fields.encumbrance.readied.max.name":"Readied limit","fields.encumbrance.readied.name":"Readied","fields.encumbrance.stowed.max.name":"Stowed limit","fields.encumbrance.stowed.name":"Stowed","fields.encumbrance.strength.name":"Strength for encumbrance","fields.foci.allowed.name":"Focus levels allowed","fields.foci.count.name":"Focus levels","fields.hp.current.name":"Hit points","fields.hp.max.name":"Maximum hit points","fields.languages.extra.name":"Extra languages","fields.level.name":"Level","fields.move.value.name":"Move (meters)","fields.mutations.negatives.name":"Negative mutations","fields.mutations.points.left.name":"Mutation points left","fields.mutations.points.spent.name":"Mutation points spent","fields.mutations.points.total.name":"Mutation points","fields.mutations.stigmaConcealed.name":"Concealable stigma","fields.saves.evasion.name":"Evasion save","fields.saves.luck.name":"Luck save","fields.saves.mental.name":"Mental save","fields.saves.physical.name":"Physical save","fields.skills.administer.level.name":"Administer","fields.skills.connect.level.name":"Connect","fields.skills.drive.level.name":"Drive","fields.skills.exert.level.name":"Exert","fields.skills.fix.level.name":"Fix","fields.skills.heal.level.name":"Heal","fields.skills.know.level.name":"Know","fields.skills.lead.level.name":"Lead","fields.skills.notice.level.name":"Notice","fields.skills.perLevel.name":"Skill points per level","fields.skills.perform.level.name":"Perform","fields.skills.points.name":"Unspent skill points","fields.skills.program.level.name":"Program","fields.skills.punch.level.name":"Punch","fields.skills.shoot.level.name":"Shoot","fields.skills.sneak.level.name":"Sneak","fields.skills.stab.level.name":"Stab","fields.skills.survive.level.name":"Survive","fields.skills.talk.level.name":"Talk","fields.skills.trade.level.name":"Trade","fields.skills.work.level.name":"Work","fields.stigma.detail.name":"Stigma detail","fields.stigma.detail.values.bark.name":"Bark","fields.stigma.detail.values.beetle.name":"Beetle","fields.stigma.detail.values.bird.name":"Bird","fields.stigma.detail.values.bovine.name":"Bovine","fields.stigma.detail.values.bright-hue.name":"Bright solid hue","fields.stigma.detail.values.canine.name":"Canine","fields.stigma.detail.values.chitinous.name":"Chitinous","fields.stigma.detail.values.chromed.name":"Chromed","fields.stigma.detail.values.equine.name":"Equine","fields.stigma.detail.values.feathered.name":"Feathered","fields.stigma.detail.values.feline.name":"Feline","fields.stigma.detail.values.fibrous.name":"Fibrous","fields.stigma.detail.values.finned.name":"Finned","fields.stigma.detail.values.fish.name":"Fish","fields.stigma.detail.values.flowers.name":"Flowers","fields.stigma.detail.values.fragrance.name":"Fragrance","fields.stigma.detail.values.fronds.name":"Fronds and tendrils","fields.stigma.detail.values.fungal.name":"Fungal masses","fields.stigma.detail.values.furred.name":"Furred","fields.stigma.detail.values.gemlike.name":"Gemlike","fields.stigma.detail.values.glassy.name":"Glassy","fields.stigma.detail.values.gnarled.name":"Gnarled tissues","fields.stigma.detail.values.gradient-hue.name":"Gradient hue","fields.stigma.detail.values.insects.name":"Insect infestation","fields.stigma.detail.values.iridescent.name":"Iridescent","fields.stigma.detail.values.leaves.name":"Leaf growth","fields.stigma.detail.values.lizard.name":"Lizard","fields.stigma.detail.values.luminescent.name":"Luminescent","fields.stigma.detail.values.metallic.name":"Metallic","fields.stigma.detail.values.mollusk.name":"Mollusk","fields.stigma.detail.values.moss.name":"Mosses or lichens","fields.stigma.detail.values.neon.name":"Neon","fields.stigma.detail.values.none.name":"None","fields.stigma.detail.values.opalescent.name":"Opalescent","fields.stigma.detail.values.patchy.name":"Patchy coloring","fields.stigma.detail.values.plated.name":"Plated","fields.stigma.detail.values.pollen.name":"Pollen growth","fields.stigma.detail.values.sap.name":"Sap exudation","fields.stigma.detail.values.scabrous.name":"Scabrous","fields.stigma.detail.values.scaled.name":"Scaled","fields.stigma.detail.values.slimy.name":"Slimy","fields.stigma.detail.values.snake.name":"Snake","fields.stigma.detail.values.spider.name":"Spider","fields.stigma.detail.values.stony.name":"Stony","fields.stigma.detail.values.strobing.name":"Strobing colors","fields.stigma.detail.values.transparent.name":"Transparent skin","fields.stigma.detail.values.turtle.name":"Turtle","fields.stigma.detail.values.vegetative.name":"Vegetative texture","fields.stigma.detail.values.whorled.name":"Whorled","fields.stigma.nature.name":"Stigma nature","fields.stigma.nature.values.amorphous.name":"Amorphous or tentacular structure","fields.stigma.nature.values.animal.name":"Animalistic structure","fields.stigma.nature.values.appearance.name":"Odd appearance or texture","fields.stigma.nature.values.mineral.name":"Inorganic or mineralized structure","fields.stigma.nature.values.none.name":"None","fields.stigma.nature.values.plant.name":"Plant-like structure","fields.stigma.nature.values.size.name":"Abnormal size or proportion","fields.stigma.part.name":"Stigma body part","fields.stigma.part.values.arms.name":"Arm or arms","fields.stigma.part.values.head.name":"Head","fields.stigma.part.values.legs.name":"Leg or legs","fields.stigma.part.values.none.name":"None","fields.stigma.part.values.senses.name":"Eyes, ears or hands","fields.stigma.part.values.torso.name":"Torso","fields.stigma.part2.name":"Second body part","fields.stigma.part2.values.arms.name":"Arm or arms","fields.stigma.part2.values.head.name":"Head","fields.stigma.part2.values.legs.name":"Leg or legs","fields.stigma.part2.values.none.name":"None","fields.stigma.part2.values.senses.name":"Eyes, ears or hands","fields.stigma.part2.values.torso.name":"Torso","fields.strain.current.name":"System strain","fields.strain.max.name":"Maximum system strain","fields.stress.current.name":"Stress","fields.stress.limit.name":"Breakdown threshold","fields.defense.laserSensitive.name":"Laser damage rolled twice","fields.variant.giftedSurvivors.name":"Gifted survivors (optional rule)","fields.xp.current.name":"Experience","fields.xp.next.name":"Next level at","fields.xp.rate.name":"Advancement rate","fields.xp.rate.values.fast.name":"Fast","fields.xp.rate.values.slow.name":"Slow","groups.advancement-actions.label":"Advancement actions","groups.advancement.label":"Advancement","groups.armor.label":"Armor","groups.attacks.label":"Attacks","groups.attributes.label":"Attributes","groups.background.label":"Background","groups.checks.label":"Checks and saves","groups.combat.label":"Combat","groups.condition.label":"Condition","groups.creation.label":"Character creation","groups.edges.label":"Edges","groups.encumbrance.label":"Encumbrance","groups.foci.label":"Foci","groups.gear.label":"Gear","groups.mutations.label":"Mutation","groups.negative-mutations.label":"Negative mutations","groups.positive-mutations.label":"Positive mutations","groups.saves.label":"Saving throws","groups.skills.label":"Skills","groups.weapons.label":"Weapons","situational.burst.name":"Burst fire","situational.social.name":"Social check","situational.grapple.name":"Resisting or escaping a grapple","situational.foraging.name":"Foraging","situational.versus.name":"Saving against","situational.versus.values.disease.name":"Disease","situational.versus.values.other.name":"Anything else","situational.versus.values.poison.name":"Poison","situational.versus.values.radiation.name":"Radiation","tags.advancement.name":"Advancement","tags.advancement.level.name":"New level","tags.animal.name":"Animal","tags.attack.melee.name":"Melee attack","tags.attack.name":"Attack","tags.attack.ranged.name":"Ranged attack","tags.attribute-base.name":"Table attribute modifier","tags.attribute-boost.name":"Attribute bonus to a maximum of +2","tags.attribute-bonus.name":"Attribute bonus","tags.attribute-mod.cha.name":"Charisma modifier","tags.attribute-mod.con.name":"Constitution modifier","tags.attribute-mod.dex.name":"Dexterity modifier","tags.attribute-mod.int.name":"Intelligence modifier","tags.attribute-mod.name":"Attribute modifier","tags.attribute-mod.str.name":"Strength modifier","tags.attribute-mod.wis.name":"Wisdom modifier","tags.attribute.cha.name":"Charisma","tags.attribute.con.name":"Constitution","tags.attribute.dex.name":"Dexterity","tags.attribute.int.name":"Intelligence","tags.attribute.name":"Attribute","tags.attribute-penalty.name":"Attribute penalty","tags.attribute.str.name":"Strength","tags.attribute.wis.name":"Wisdom","tags.bundleable.name":"Bundles three to one","tags.burst.name":"Burst fire","tags.check.name":"Skill check","tags.creation.name":"Creation","tags.creation.finish.name":"Creation finish","tags.creation.kit.name":"Starting equipment pick","tags.creation.mutation.name":"Mutation point spending","tags.damage.name":"Damage","tags.drug.name":"Drug","tags.energy.name":"Energy weapon","tags.laser.name":"Laser weapon","tags.grenade.name":"Grenade","tags.hearing.name":"Improves hearing","tags.heavy.name":"Heavy","tags.hit-points.name":"Hit points","tags.natural.name":"Natural weapon","tags.nonlethal.name":"Non-lethal","tags.placed.name":"Placed","tags.powered.name":"Powered armor","tags.primitive.name":"Primitive","tags.quick-reload.name":"Quick reload","tags.rested.name":"Needs a rest","tags.save.evasion.name":"Evasion save","tags.save.luck.name":"Luck save","tags.save.mental.name":"Mental save","tags.save.name":"Save","tags.save.physical.name":"Physical save","tags.sealed.name":"Sealed suit","tags.shield.name":"Shield","tags.skill-cap.name":"Skill maximum","tags.skill.administer.name":"Administer","tags.skill.connect.name":"Connect","tags.skill.drive.name":"Drive","tags.skill.exert.name":"Exert","tags.skill.fix.name":"Fix","tags.skill.heal.name":"Heal","tags.skill.know.name":"Know","tags.skill.lead.name":"Lead","tags.skill.name":"Skill","tags.skill.notice.name":"Notice","tags.skill.perform.name":"Perform","tags.skill.program.name":"Program","tags.skill.punch.name":"Punch","tags.skill.shoot.name":"Shoot","tags.skill.sneak.name":"Sneak","tags.skill.stab.name":"Stab","tags.skill.survive.name":"Survive","tags.skill.talk.name":"Talk","tags.skill.trade.name":"Trade","tags.skill.work.name":"Work","tags.stim.name":"Stim","tags.suppress.name":"Suppressive fire","tags.thrown.name":"Thrown","tags.two-handed.name":"Two-handed","tags.vision.name":"Improves sight","tags.repeatable.name":"Taken more than once","tags.first-edge.name":"Only as the first edge","tags.needs-mutant.name":"Mutants only","tags.makes-mutant.name":"Makes a mutant","tags.not-mutant.name":"Not for mutants","tags.not-underdog.name":"Not under the underdog rule","types.armor.fields.ac.name":"AC","types.armor.fields.cost.name":"Cost","types.armor.fields.enc.name":"Encumbrance","types.armor.fields.subtle.name":"Subtle","types.armor.fields.techLevel.name":"Tech level","types.armor.fields.traumaMod.name":"Trauma target modifier","types.armor.name":"Armor","types.background.fields.freeSkill.name":"Free skill","types.background.fields.growth1.name":"Growth 1","types.background.fields.growth2.name":"Growth 2","types.background.fields.growth3.name":"Growth 3","types.background.fields.growth4.name":"Growth 4","types.background.fields.growth5.name":"Growth 5","types.background.fields.growth6.name":"Growth 6","types.background.fields.learning1.name":"Learning 1","types.background.fields.learning2.name":"Learning 2","types.background.fields.learning3.name":"Learning 3","types.background.fields.learning4.name":"Learning 4","types.background.fields.learning5.name":"Learning 5","types.background.fields.learning6.name":"Learning 6","types.background.fields.learning7.name":"Learning 7","types.background.fields.learning8.name":"Learning 8","types.background.fields.quickSkill1.name":"Quick skill","types.background.fields.quickSkill2.name":"Second quick skill","types.background.name":"Background","types.edge.fields.bonusSkill.name":"Bonus skill options","types.edge.name":"Edge","types.focus.fields.bonusSkill.name":"Bonus skill options","types.focus.fields.bonusSkill2.name":"Second bonus skill options","types.focus.fields.maxLevel.name":"Levels","types.focus.fields.specialty.name":"Bonus skill is the specialised skill","types.focus.fields.multiple.name":"May be taken more than once","types.focus.state.level.name":"Level","types.focus.name":"Focus","types.gear.fields.cost.name":"Cost","types.gear.fields.enc.name":"Encumbrance","types.gear.fields.healSkill.name":"Heal skill to apply","types.gear.fields.techLevel.name":"Tech level","types.gear.fields.wornFree.name":"No encumbrance while worn","types.gear.name":"Gear","types.mutationCategory.name":"Mutation category","types.mutation.fields.bonusSkill.name":"Bonus skill options","types.mutation.fields.category.name":"Category","types.mutation.fields.roll.name":"d10 roll","types.mutation.name":"Positive mutation","types.mutation.state.origin.name":"How it was gained","types.mutation.state.origin.values.category.name":"Rolled in a category","types.mutation.state.origin.values.chosen.name":"Chosen","types.mutation.state.origin.values.free.name":"Free","types.mutation.state.origin.values.random.name":"Rolled","types.mutation.state.origin.values.unstable.name":"Unstable Mutant","types.negative.fields.roll.name":"d100 roll","types.negative.name":"Negative mutation","types.negative.state.light.name":"Lightly touched","types.weapon.fields.attributes.name":"Attributes","types.weapon.fields.cost.name":"Cost","types.weapon.fields.damage.name":"Damage","types.weapon.fields.enc.name":"Encumbrance","types.weapon.fields.hitBonus.name":"Hit bonus","types.weapon.fields.magazine.name":"Magazine","types.weapon.fields.rangeLong.name":"Long range","types.weapon.fields.rangeNormal.name":"Range","types.weapon.fields.shock.name":"Shock","types.weapon.fields.shockAc.name":"Shock AC","types.weapon.fields.skills.name":"Skills","types.weapon.fields.techLevel.name":"Tech level","types.weapon.fields.traumaDie.name":"Trauma die","types.weapon.fields.traumaRating.name":"Trauma rating","types.weapon.name":"Weapon","types.weapon.state.shots.name":"Shots loaded","types.weapon.computed.skillLevel.name":"Skill level","types.weapon.computed.attributeMod.name":"Attribute modifier","types.weapon.computed.armed.name":"Armed melee","types.weapon.computed.close.name":"Close combat","types.weapon.computed.hit.name":"Hit bonus","types.weapon.computed.damage.name":"Damage bonus","types.weapon.computed.shockDamage.name":"Shock damage","types.weapon.computed.shockAnyAc.name":"Shock against any AC","fields.skills.administer.level.description":"Manage an organization, handle paperwork, analyze records, and keep an institution functioning on a daily basis. Roll it for bureaucratic expertise, organizational management, legal knowledge, dealing with government agencies, and getting answers from old files or records.","fields.skills.connect.level.description":"Find people who can be helpful to your purposes and get them to cooperate with you. Roll it to make useful connections with others, find people you know, know where to get illicit goods and services, and be familiar with foreign cultures and languages. You can use it in place of Talk for persuading people you find via this skill. Note that the people you meet via Connect are not necessarily inclined to work with you without a good reason. Gifts can often be that reason.","fields.skills.drive.level.description":"Drive vehicles, sail ships, fly planes, ride animals, or otherwise use vehicles or riding beasts, including basic repairs or mount care. The particular scope of a PC ’s skill depends on their background, but someone with a good Drive skill can quickly pick up other modes with a little practice. Primitive campaign worlds might substitute Ride for this skill.","fields.skills.exert.level.description":"Apply trained speed, strength, or stamina in some feat of physical exertion. Roll it to run, jump, lift, swim, climb, throw, and so forth. You can use it as a combat skill when throwing things, though it doesn’t qualify as a combat skill for other uses.","fields.skills.fix.level.description":"Create and repair devices both simple and complex. Building gear out of salvaged components generally requires the Fix skill when creating anything of significant complexity.","fields.skills.heal.level.description":"Employ medical and psychological treatment for the injured or disturbed. Roll it to cure diseases, stabilize the critically injured, treat psychological disorders, or diagnose illnesses.","fields.skills.know.level.description":"Know facts about academic or scientific fields. Roll it to understand academic topics, remember relevant history, solve science mysteries, and know the basic facts about rare or esoteric topics. For tribal societies, it also covers tribal law, custom, and lore.","fields.skills.lead.level.description":"Convince others to also do whatever it is you’re trying to do. Talk might persuade them that following you is smart, but Lead can make them do it even when they think it’s a bad idea. Roll it to lead troops in combat, convince others to follow you, or maintain morale among your followers when the situation looks grim.","fields.skills.notice.level.description":"Spot anomalies or interesting facts about your environment. Roll it for searching places, detecting ambushes, spotting things, and reading the emotional state of other people.","fields.skills.perform.level.description":"Exhibit some performance skill. Roll it to dance, sing, orate, act, or otherwise put on a convincing or emotionally moving performance.","fields.skills.program.level.description":"Operating or hacking computing and communications hardware. Some campaigns may have more opportunities to use this skill than others, so you may want to check with your GM first to find out how common functional computers are in whatever apocalyptic waste you’re going to be entering.","fields.skills.punch.level.description":"Use it as a combat skill when fighting unarmed. If your PC means to make a habit of this rather than as a recourse of desperation, you should take the Unarmed Combatant Focus described later.","fields.skills.shoot.level.description":"Use it as a combat skill when using ranged weaponry, whether thrown weapons, bows, pistols, combat rifles, or heavy artillery.","fields.skills.sneak.level.description":"Move without drawing notice. Roll it for stealth, disguise, infiltration, manual legerdemain, pickpocketing, and the physical defeating of security measures such as locks, including electronic locks for PCs with some justification for being familiar with such things.","fields.skills.stab.level.description":"Use it as a combat skill when wielding melee weapons, whether primitive or complex. It can also be used when throwing weapons in lieu of Shoot.","fields.skills.survive.level.description":"Every post-apocalyptic survivor is likely to know the basics of daily subsistence, but Survive skill gives the PC the knowledge to find food, avoid natural perils, track targets, and identify plants and animals in their familiar regions.","fields.skills.talk.level.description":"Convince other people of the facts you want them to believe. What they do with that conviction may not be completely predictable. Roll it to persuade, charm, or deceive others in conversation.","fields.skills.trade.level.description":"Find what you need on the market and sell what you have. Roll it to sell or buy things, figure out where to purchase hard-to-get or illicit goods, and discern the local value of salvage.","fields.skills.work.level.description":"This is a catch-all skill for professions not represented by other skills, such as farmers or fine artists. Pick a profession; you have the technical skills associated with that role and can roll Work as Connect when dealing with others associated with your line of work.","edges.beacon-of-hope.description":"Something about you inspires others, convincing them that a better future can exist. Gain Lead as a bonus skill and +1 bonus to your Charisma attribute modifier, up to a +2 maximum. Your personal followers gain a +1 to their Morale score. Once per game session, tell an NPC something that speaks to their hopes, whether it’s true or not; they will believe you unless it’s physically impossible, proven false, or would put them in unacceptable personal danger.","edges.comrade.description":"You are a pillar of your group, a source of strength and encouragement. Once per day per PC ally or good NPC friend, as an Instant action, allow them to reroll a roll they just made of any kind. Your or another’s Comrade Edge can’t help you, however.","edges.educated.description":"You may pick a bonus skill of your choice. Whenever you gain skill points from character level advancement, you get a bonus skill point.","edges.focused.description":"You begin play with an extra Focus pick. You may choose this Edge more than once.","edges.ghost.description":"You are uncannily elusive. Gain Sneak as a bonus skill and the Fighting Withdrawal combat action is an On Turn action for you. Once per scene, reroll a failed Sneak check related to sneaking or going unseen. Once per game day, as a Move action, move up to 10 meters without anyone around you seeing you move. If you use this movement to get behind cover, you might seem to vanish outright to onlookers.","edges.hard-to-kill.description":"Instead of rolling 1d6 per level for your hit points, you roll 1d6+2. If using Traumatic Hit rules for your campaign, your base Trauma Target increases by +1, turning the base 6 into 7.","edges.killing-blow.description":"Gain a combat skill as a bonus skill. Whenever you inflict hit point damage on something, whether by weapon, special ability, or any other source, the damage is increased by 1 point per two character levels, rounded up. If using Traumatic Hit rules, any Trauma Die you roll gains a +1 bonus.","edges.masterful-expertise.description":"Once per scene, as an Instant action, reroll a failed check for a non-combat skill.","edges.on-target.description":"Gain a combat skill as a bonus skill. Your basic attack bonus is equal to your character level, instead of the usual half level, rounded down.","edges.prodigy.description":"Pick an attribute other than Constitution; its score becomes 18 and it grants a +3 modifier instead of +2. Characters benefiting from the Underdog Rule can’t take this Edge.","edges.survivors-fortune.description":"You may or may not be good, but you are undeniably lucky. Once per game session as an Instant action, when something bad happens to you such as an injury, a failed save, or a botched skill check, test your luck and roll 1d6. On a 1, the bad event is unaffected. On a 2-5, you somehow avert the consequences by blind chance. On a 6, it actually lands on an enemy or rival of the GM’s choice, if that’s possible. Only events that happened in this same round can be averted.","edges.veterans-luck.description":"Once per scene, as an Instant action, trigger this ability to gain one of two effects: an attack roll that just hit you is instead treated as a miss, or an attack roll you just made that missed is instead treated as a hit. This ability can be applied to vehicle weapons used by the survivor, but it cannot protect against environmental damage, vehicle crashes, falls, or other harm that doesn’t involve an attack roll.","edges.hardened-genetics.description":"You cannot be mutated by radiation or other mutagenics and gain a +4 bonus on radiation saving throws. You cannot choose or gain the Mutant Edge. Pick an attribute of your choice; its modifier increases by +1, to a maximum of +2.","edges.mutant.description":"You gain 2 mutation points to spend as described in the Mutations section on page 16 after you pick your Edges. If a negative mutation spoils an Edge, such as an attribute penalty to a Prodigy, you may pick a different Edge. After you’ve spent the points and acquired any mutations you might be due, pick one attribute of your choice that has a modifier of -1 or better. It suffers a -1 penalty to its attribute modifier as mutations are seldom wholly healthy for the possessor.","edges.mutation-acceleration.description":"You must have the Mutant Edge to pick or acquire this Edge. You gain 2 additional mutation points to spend.","edges.systemic-immunity.description":"You gain both levels of the Natural Immunity Focus and are immune to zombie infection or the other major pathogenic threat of the campaign. Your Constitution modifier increases by +1, to a maximum of +2.","edges.theyre-here.description":"You have an intuitive danger sense that alerts you before a zombie attack or impending catastrophe. Gain Notice as a bonus skill and a +1 bonus to your Wisdom modifier, to a maximum of +2. You cannot be surprised, and you have an instinctive sense of whether or not there are zombies, raiders, or other enemies in your general surroundings. If some attack or disaster is about to happen to your home enclave, you may get a day or two of intuitive warning, though not any specifics of the threat.","edges.cold-blood.description":"You’ve acclimated to the horror of your new existence. You no longer gain Stress as described in the rules on page 56. If this Edge is taken after first level, you lose any psychic scars you may have developed. This Edge isn’t relevant in campaigns that don’t use the Stress rules.","edges.faceless.description":"You appear to be a totally unremarkable, nonthreatening non-entity amid the general chaos, a person not even worth robbing. Your Charisma modifier becomes +0 regardless of attribute scores or adjustments. You gain both levels of the Gray Man Focus, and once per day can reroll a failed Sneak check as an Instant action.","edges.forged-by-fire.description":"This Edge is a special option that can only be taken during character creation by a PC meant to start the game as a perfectly ordinary member of their society. If a PC takes this option, however, they don’t actually get any beginning Edges. Instead, when they reach the second, third, and fourth levels of experience they can pick an Edge that reflects something they did, experienced, or studied during the past level. They still gain the bonus Edge at level five that all PCs get, for four Edges in total, and they start play with the same free Focus that all PCs receive.","mutations.structure.augmented-muscle.description":"Your Strength ability score is treated as four points greater for Encumbrance purposes and you gain a +1 bonus to your Strength modifier, to a maximum of +2.","mutations.structure.explosive-exertion.description":"As an On Turn action, gain a tremendous boost of strength. Your next roll this round treats your Strength modifier as +2, or +3 if it’s already +2. For the rest of this round, you can lift, break, or carry anything an ogre-sized humanoid could, smashing through ordinary doors and non-reinforced walls. After the first use of this mutation in a scene, additional uses add 1 System Strain.","mutations.structure.hypercontortion.description":"Your musculature and skeletal system are both abnormally flexible. You can fit yourself through any hole big enough to admit your head and gain a +2 bonus to all grapple-related skill checks and +1 to all motion-related Perform checks. Attempting to escape from a grapple is an On Turn action for you once per round.","mutations.structure.improved-joints.description":"You add 5 meters to your base Move rate and you gain a +1 bonus to your Dexterity modifier, to a maximum of +2.","mutations.structure.leaper.description":"Subtract 20 meters from any falling damage taken. As a Move action, jump to any location with 20 meters. You cannot jump two rounds in a row. This jump does not count as a Fighting Withdrawal for purposes of escaping melee engagements.","mutations.structure.redundant-organs.description":"Once per week, as an On Turn action, get up after being Mortally Wounded by physical injury and regain 25% of your maximum hit points, rounded up. This mutation cannot save you from unavoidably certain death. If using Trauma rules, your Trauma Target increases by +1.","mutations.structure.regenerator.description":"You automatically stabilize if Mortally Wounded and regenerate 2 hit points of damage every hour. If mutilated, you can regrow missing limbs or organs in one week, assuming you can survive their absence that long. You cannot recover from effects that instantly kill you.","mutations.structure.reinforced-tissues.description":"Your flesh is abnormally dense. You treat your Constitution as 18 for attribute modifier purposes when rolling hit points and you gain a +2 bonus to your Armor Class that stacks with any armor or other AC benefit you may have. As a consequence of your density, you cannot swim and roll all fall damage twice, taking the worst result.","mutations.structure.sealed-systems.description":"You do not need to breathe and are immune to toxic gases, extremes of high and low atmospheric pressure or natural temperature, aerosol-transmitted diseases, and anything else a modern hazmat suit would resist. You can rest comfortably in any non-damaging environment.","mutations.structure.stamina-reserves.description":"You do not sleep, and can maintain a modest level of exertion indefinitely. You can recover daily System Strain as normal with four hours of comfortable, well-fed rest, during which you can perform light activity. You have +2 on all skill checks involving continuous exertion.","mutations.sense.accelerated-perception.description":"You process your sensory input at an inhumanly fast rate. You cannot be surprised or suffer Execution Attacks, and your Snap Attacks do not suffer the usual -4 penalty to hit. Once per day, accept one System Strain to take your next Main Action immediately as an Instant response to someone else’s action. Your action resolves before theirs.","mutations.sense.acute-hearing.description":"Your hearing is acute enough to give you a clear picture of your surroundings within 10 meters, including positioning accurate enough to allow attacks. You can identify people by their breathing and heartbeat. By focusing on a location within 100 meters, you can listen as if you were standing there, if no obstacles intervene.","mutations.sense.acute-olfaction.description":"You have a clear olfactory picture of your surroundings within 10 meters, including positioning accurate enough to allow attacks. You can identify any person you’ve met by smell, as well as objects they’ve handled within the past day. You can faultlessly track any trail left within an hour unless it has been carefully erased; in that and other cases you simply get a +4 bonus on all Wis/Survive or similar tracking skill checks.","mutations.sense.echolocation.description":"You emit inaudible sonic pings that give you a clear image of the surroundings in front of you out to a thirty meter distance. The resolution is fine enough to distinguish people and small details, but cannot make out details smaller than one centimeter in size.","mutations.sense.empathic-sensitivity.description":"You intuitively notice subtle physiological signifiers when speaking to another creature, identifying its current emotional state as a Main Action. Gain a +1 to all social skill checks. You can communicate with other intelligent creatures even in the absence of a shared language, though only via basic ideas and concepts.","mutations.sense.night-vision.description":"Your visual senses function perfectly even in the complete absence of light. Due to your visual sensitivity to the high-energy particles involved, you can also see dangerous zones of radiation.","mutations.sense.panoptic-vision.description":"Your visual senses function in a 360-degree circle and maintain awareness even while you are asleep or unconscious. You cannot be surprised or suffer Execution Attacks and you can awake from normal sleep instantly to respond to something you see.","mutations.sense.tactile-analysis.description":"Your sense of touch is hyper-acute, granting you a +2 bonus on all skill checks related to manual dexterity such as crafting, trauma care, lockpicking, playing musical instruments, or the like. Your awareness of air pressure and minute drafts gives you a sensory picture of your visually-unobstructed surroundings within 10 meters, including positioning accurate enough to allow attacks.","mutations.sense.telescopic-sight.description":"Any visible point within one kilometer can be observed as if you were standing adjacent. You suffer no penalties for using a ranged weapon at long range.","mutations.sense.thermal-vision.description":"You can see heat gradients, allowing you a somewhat blurry vision that functions even in perfect darkness or clouds of dust. This thermal vision is precise enough to distinguish individuals, but cannot make out fine details. As a Main Action, you can emit ocular heat rays that do 2d6 damage plus your character level to a target within 30 meters, with an Evasion save to negate it. Each use of this ability after the first in a scene adds one System Strain.","mutations.hybrid.aquatic-adaptation.description":"You can breathe and function normally underwater, ignoring normal extremes of temperature and pressure and seeing clearly underwater out to 30 meters even in the absence of light. Your Move rate increases by 5 meters per Move action when swimming.","mutations.hybrid.arboreal-aptitude.description":"You are an unnaturally nimble climber, able to scale all but perfectly smooth surfaces as if they were flat ground. You can hang from vertical or overhead surfaces so long as one hand has purchase. All falling damage you take is halved, rounded down.","mutations.hybrid.centauroid.description":"You have a quadrupedal lower body, though you are not necessarily much larger than a normal human. Your base Move rate increases by 10 meters per Move action and you gain a +2 skill check bonus to resist grapples by human-sized foes. You can only wear armor specially crafted for you.","mutations.hybrid.crushing-jaws.description":"Your jaws or mandibles are meant for crushing hard or fibrous substances. Your bite attacks use Punch and do 1d12 damage with no Shock, using the better of Strength or Dexterity to modify the attack. If using Traumatic Hit rules, your bite has a 1d8/x2 Trauma Rating. As with other Punch attacks, you may add your skill level to the damage roll. You can chew through up to twenty centimeters of hard wood or similar substances with one minute of gnawing.","mutations.hybrid.digitigrade-legs.description":"Your animalistic legs grant you unusual speed. Your base Move rate increases by 5 meters per Move action and you can jump up to 10 meters horizontally or half vertically as a Move action.","mutations.hybrid.functional-wings.description":"You have wings of some kind, though it’s difficult for them to lift you. You can fly at twice your standard Move rate, but it takes a Main Action to do so instead of a Move action. You cannot hover, so you must fly each round or land. You cannot fly when encumbered beyond your usual Strength maximum, and you cannot wear high-tech sealed-suit armor not built for a winged user. You can fly for up to ten minutes at a time before needing to spend an equal amount of time resting.","mutations.hybrid.prehensile-limb.description":"You have one or more tails, tentacles, or other extremities that can manipulate objects with your normal strength and manual dexterity. Once per scene, as an On Turn action, accept one System Strain to have a prehensile limb do something that wouldn’t take more than a Main Action to perform, such as make an attack or manipulate a device.","mutations.hybrid.savage-claws.description":"You have murderously effective body weaponry of some kind, and your Punch attacks do 1d6 plus your character level in damage, have a Shock rating of half your level rounded up against AC 15, and may use either Dexterity or Strength as the modifying attribute. If using Traumatic Hit rules, they have a 1d6/x3 rating. As with other Punch attacks, you may add your skill level to the damage die, but not the Shock.","mutations.hybrid.thick-hide.description":"Whether from dense skin, scales, thick fur, chitin, or some other body covering, your base Armor Class is equal to 15 plus half your level, rounded down. Armor worse than this does not help you, but you gain benefits from shields normally. Any Shock you suffer is lowered by 1 point, to a potential minimum of zero.","mutations.hybrid.venom-glands.description":"You may exude venom as an On Turn action at the cost of one System Strain. If imbibed or applied by a bladed weapon attack or body weaponry, it does 1d8 damage plus the user’s level to subjects susceptible to poison for the rest of the scene. The user may make the toxin non-lethal simply by lessening the dosage. Envenoming a weapon with this toxin takes a Main Action and the toxin spoils after a scene, though it can last through multiple hits. A given victim can be harmed by this poison only once per scene.","mutations.cognition.augmented-cognition.description":"Your brain is simply superior to that of a baseline human. Your Intelligence, Wisdom, or Charisma modifier increases by +1, chosen as you wish, to a maximum of +2.","mutations.cognition.ballistic-calculator.description":"You have an intuitive grasp of distances, vectors, and other ballistic calculations. Gain Shoot as a bonus skill and ignore any penalty for shooting at long range. Once per scene, accept one System Strain as an Instant action to reroll a missed ranged attack.","mutations.cognition.eidetic-memory.description":"You can remember every sensory detail you experienced in the past 48 hours, and never forget matters of importance to you. Gain one bonus skill of your choice and gain one additional skill point when advancing a level.","mutations.cognition.internal-map.description":"You are always aware of your location and facing in relation to a point known to you. You cannot become lost or Go Astray as described on page 61 and can navigate known spaces normally even in perfect darkness.","mutations.cognition.intuitive-leap.description":"You are capable of drawing remarkable insights from seemingly trivial observations. Your Wisdom modifier increases by +1 to a maximum of +2 and you gain Notice as a bonus skill. Once per game session, you may accept one System Strain as a Main Action and ask the GM a question. The GM then gives a one-sentence answer as if the PC were Sherlock Holmes or some other hyper-capable literary detective, along with a brief description of how the PC’s inhuman abilities of deduction produced the result.","mutations.cognition.memory-eater.description":"By consuming the brain tissue of an intelligent creature no more than one hour dead, you can share fragments of its memory. After eating part of a subject’s brain, you can ask it one question and gain a one or two-sentence answer from their memories. This ability works only once on any given brain. Your Intelligence modifier increases by +1 for 24 hours after eating an intelligent creature’s brain, up to a maximum of +3, and brain-eating feeds you for one day.","mutations.cognition.mental-bifurcation.description":"You can maintain two separate trains of thought at once. You cannot be surprised or suffer Execution Attacks and one half of your mind can sleep while the other remains awake, though you must rest quietly to recover as normal. Once per round, as an Instant action when you fail a Mental save, you may accept one System Strain to reroll the save.","mutations.cognition.mind-over-body.description":"Your mind has an abnormal degree of control over your physical processes, driving them to exceed their normal level. You may substitute either your Intelligence or Wisdom modifiers for your Strength or Constitution modifiers when the latter are called for, even for your hit point rolls each level. You can intellectually ignore pain and other physical sensations, though you still suffer the mechanical penalties, and you automatically stabilize when Mortally Wounded.","mutations.cognition.omniglot.description":"You have a natural ability to communicate with other intelligent creatures in a way they will find comprehensible. Your Charisma modifier increases by +1. You can speak to any intelligent creature as if you spoke their native language. You can learn to speak, read, and write any language with a day of practice with a native speaker.","mutations.cognition.predictive-analysis.description":"You have the ability to predict what others around you are about to do. Your Intelligence or Wisdom modifier increases by +1. Once per game session, accept one System Strain as an Instant action after someone else acts; events rewind to the beginning of your last turn, as what played out was simply what you predicted would happen. By predicting it, you changed it, and you may now act differently. This rewind ability only works in response to a creature’s actions, and cannot be used to undo natural events or accidents.","mutations.pseudo-psychic.force-field.description":"As a Main Action, you can generate a force field around yourself that absorbs up to 10 points of damage plus your character level before failing. The field vanishes at the end of your next round unless you spend a Move action sustaining it each round or accept 1 System Strain to maintain it to the end of the scene. Damage done to the shield regenerates at the end of each scene. If the shield is destroyed entirely, any overflow damage is done to you and you cannot re-summon it that scene.","mutations.pseudo-psychic.induce-confusion.description":"As a Main Action, focus on a living creature within 30 meters. Your target must make a Mental save; on a failure they suffer intense mental confusion for 1d6 rounds. While confused, a creature that does anything but remain stationary that round has a 50% chance of actually doing the opposite of what they intended to do with their Main Action: attacking the wrong target, moving in the wrong direction, using the wrong ability, or so forth. The GM decides specifics, but their confusion is never helpful to their cause. A creature can be targeted by this mutation only once per scene. Creatures with more hit dice than the user has levels get a Mental save to throw off the confusion at the end of each of their rounds. After the first time you use this mutation in a scene, additional uses add 1 System Strain.","mutations.pseudo-psychic.limited-precognition.description":"As an Instant action, accept 1 System Strain before performing an action that would take no more than a few seconds, such as pushing a button, drinking a liquid, or opening a door. You immediately sense the next six seconds of consequences that the GM thinks most likely to happen, observing them from your own perspective. If you wish, you may trigger this precognitive ability just before an otherwise-successful ambush or Execution Attack, foiling either.","mutations.pseudo-psychic.mental-domination.description":"As a Main Action, focus on a living creature within 10 meters. The target must make a Mental save; if it succeeds, nothing happens, though they are aware of your attempt to control them. If it fails, roll 1d6 per character level; if the total equals or exceeds their current hit points, they become totally physically subject to your will so long as you can see them and spend a Move action each round maintaining control. Thralls cannot be made to exercise judgment or answer questions, but will perform physical actions to the best of their ability even if they are suicidal. Domination ends at the end of the scene, only one creature can be dominated at a time, and only one attempt may be made to dominate a given creature per scene. This mutation does not work on creatures with more hit dice than the user has levels. After the first time you use this mutation in a scene, additional uses add 1 System Strain.","mutations.pseudo-psychic.mind-reader.description":"As a Main Action, accept one System Strain and target a visible creature. The target gets a Mental saving throw; if they succeed, you simply get a one-sentence description of what they’re thinking about right now. If they fail, you get that description and can ask their memories one question, getting a one or two-sentence answer if the question is one their memories could answer. A creature can be targeted by this mutation only once per day, and will not normally notice it even if they succeed in their save.","mutations.pseudo-psychic.neural-lockdown.description":"As a Main Action, focus on a living creature within 10 meters. They must make a Mental save; on a success, nothing happens but they are unaware of your attempt. On a failure, roll 1d6 per character level; if your total is equal or higher than their current hit points, they become paralyzed and insensate until you release them or the scene ends. They remember absolutely nothing that happened during the scene, filling in any blanks with their own natural assumptions. This mutation can target a given creature only once per scene. After the first time you use this mutation in a scene, additional uses add 1 System Strain.","mutations.pseudo-psychic.panic-wave.description":"As a Main Action, emit a wave of psychic terror in a 10-meter radius. Your allies can resist it, but all other living creatures must make a Morale check. A creature may choose to continue fighting even if it fails the check, but it then takes 1d6 damage per 2 character levels you possess, rounded up. If reduced to zero hit points this way, it regains one HP and flees. You may trigger this wave only once per scene. If used out of combat, this power grants a +2 bonus to any social skill checks reliant on intimidation.","mutations.pseudo-psychic.spatial-displacement.description":"As a Move action, teleport up to 10 meters to a location you can see. This movement counts as a Fighting Withdrawal for purposes of avoiding melee attacks. After the first use of this mutation in a scene, additional uses add 1 System Strain.","mutations.pseudo-psychic.telekinetic-reach.description":"As a Main Action, you can manipulate objects within 10 meters per character level as if handling them with your own two hands. You cannot lift yourself or manipulate objects being touched, worn, or driven by hostile living creatures. You can move manipulated objects at a maximum speed of 10 meters per activation.","mutations.pseudo-psychic.thermokinesis.description":"As a Main Action, target a living creature or flammable object within 30 meters. Objects targeted cannot be carried by a creature and large objects only have one cubic meter of their mass affected. Objects targeted by this power either freeze solid or burst into flame, and living creatures will suffer 2d10 heat or cold damage plus your character level, with a Physical saving throw for half. After the first time you use this attack in a scene, additional uses add 1 System Strain.","mutations.exotic.chameleon-field.description":"You can change your body and clothing’s color and texture at will. While you cannot become invisible, you gain Sneak as a bonus skill and a +1 bonus on all Sneak skill checks. When motionless, you can make an opposed Sneak versus Notice skill check to avoid notice even when an observer is directly in view of you. When more than 30 meters distant from a normally-sighted viewer, you cannot be detected visually unless you draw attention somehow.","mutations.exotic.electrical-generation.description":"You can charge your unarmed or conductive metal weapon attacks with electrical energy, adding 2d6 damage plus your character level as an Instant action. After the first use of this bonus in a scene, additional uses add 1 System Strain. Optionally, you can recharge a Type A energy cell at a cost of 1 System Strain. You ignore the first 10 points of damage from any electrical harm done to you.","mutations.exotic.hemovore.description":"You can feed on the life force of others, usually in a manner that involves blood drinking or other close physical contact. The victim must be an intelligent creature who is either helpless or cooperative. With one Main Action, you can drain 1d6 hit points and use them to heal damage you have suffered. If they cooperate, you can choose how many of their hit points to drain; if they resist, you might accidentally kill them. You cannot drain more hit points than they have. Draining a human to death will negate any need you may have for food or water for the next week.","mutations.exotic.image-projection.description":"As a Main Action, create a visual illusion within 30 meters that can fit in a 5-meter cube. The image can involve sound up to normal conversational volume and can move and act so long as you spend a Move action concentrating on it each round. The illusion persists for one round per character level after you stop concentrating on it. It is entirely intangible, and objects cannot be made invisible by the illusion, though they can be concealed by another image. After the first time you use this mutation in a scene, additional uses add 1 System Strain.","mutations.exotic.metamorph.description":"As a Main Action, alter your physical shape to any other humanoid form within 50% of your height or weight. You can mimic clothing and armor as part of this shift, but such mimicked items grant no AC or other benefits. You can perfectly impersonate another person if you’ve spent at least ten minutes personally interacting with them or have at least ten grams of their blood, hair, or other tissues.","mutations.exotic.molecular-phasing.description":"As a Main Action, accept 1 System Strain and alter your molecular composition to be slightly out of tune with mundane reality. Until the start of your next turn, you can move at your normal movement rate in any direction, passing through solid objects. You cannot affect or be affected by mundane matter or energy while phased. If you re-materialize while fully or partially embedded in something else, you are ejected into the nearest space that can contain you. Both you and the object you intersected take 1d6 damage per character level you possess.","mutations.exotic.natural-projectiles.description":"You have some sort of natural projectile or energy weapon that has the same combat statistics as a rifle on page 78, can be used without penalty in melee, and never runs out of ammunition under normal combat usage. You gain the Shoot skill as a bonus skill. Your natural projectiles get a +1 damage and hit bonus at level 3, +2 at level 6, and +3 at level 9.","mutations.exotic.pheromone-cloud.description":"You emit subtle pheromones that tweak the reasoning of intelligent creatures around you. As an On Turn action, accept one System Strain before making a request or suggestion to someone else. They must make a Mental save; if it fails, they will agree unless the request would bring them harm or be very contrary to their nature. A creature can be targeted by this mutation only once per scene.","mutations.exotic.photon-manipulation.description":"You can instinctively modulate the light level around you. You can create visible light within a 10-meter radius or shroud up to a 2-meter radius in inky darkness that resists all illumination. While shrouded, you gain an Armor Class bonus of +2 due to your obfuscation. You can see normally regardless of the light level around you. When you or an ally within 10 meters are hit by a laser weapon, accept one System Strain as an Instant action to negate the damage.","mutations.exotic.sound-generation.description":"You can produce any sound you wish up to the volume of a shout originating from a visible point within 30 meters. As a Main Action, you can focus on a target within 30 meters and make a sonic attack that inflicts 2d6 plus your level in non-lethal damage to any non-deaf creature. After the first use of this sonic attack in a scene, additional uses add 1 System Strain.","negative-mutations.animalistic-mentality.description":"You have psychological traits of some kind that make it difficult to deal with normal humans, including other mutants. Your Charisma modifier suffers a -1 penalty.","negative-mutations.anosmia.description":"You have no sense of smell or taste. Your Wisdom modifier takes a -1 penalty and you fail all skill checks reliant on either sense. You cannot identify poisoned or contaminated food or water unless it is visually obvious.","negative-mutations.awkward-mouth.description":"Your mouthparts are altered in ways that make it impossible to speak. Your allies understand your vocalizations and sign language, but you can only communicate by gestures with unfamiliar strangers. You cannot gain the Talk or Lead skills, but you gain the Crushing Jaws positive mutation for free.","negative-mutations.bestial-hunger.description":"You need to consume twice as much food and water as a normal human being in order to avoid privation. You cannot gain mutations that lower your food or water intake requirements.","negative-mutations.bleeder.description":"You die at the end of your third round after becoming Mortally Wounded, instead of after the sixth. Devices, abilities, and powers that would automatically stabilize you when you are Mortally Wounded simply do not work for you.","negative-mutations.blindness.description":"You are completely blind. After rolling all negative mutations, pick one free non-visual Sensory positive mutation of your choice that you presumably use to compensate. You cannot gain a Sensory mutation that improves your vision.","negative-mutations.chronic-seizures.description":"Whenever you roll a natural 1 on a hit roll or a natural 2 on a skill check, you must make a Physical save or suffer a seizure of some kind, dropping anything you’re holding and becoming unable to act for the rest of the scene. You can temporarily resist the seizure by accepting 1 System Strain for each round you delay it. You can’t suffer a seizure more than once per week.","negative-mutations.clumsy-paws.description":"Your hands or hand-equivalents are clumsy compared to human digits. You cannot manipulate any object more delicate than an oversized gun trigger.","negative-mutations.constant-secretions.description":"You exude secretions of some kind that triple your required daily water intake and double the Readied Encumbrance of any armor. You roll all skill checks to resist or escape grapples twice and take the better.","negative-mutations.deafness.description":"You are deaf, but can lip-read well enough to understand most others. You cannot gain a mutation that improves your hearing.","negative-mutations.deficient-polycephaly.description":"You have an additional head and brain, placed where you wish. Unfortunately, it is an idiot, and the stress of containing its impulses and thoughts applies a -1 modifier penalty to either your Intelligence or Wisdom, at your choice. If you roll a natural 2 on a social skill check, it will say the worst possible thing.","negative-mutations.distorted-speech.description":"You are unable to communicate clearly, whether due to a speech impediment, cognitive impairment, or an uncontrollable verbal tic. Your friends have learned to understand you, but you can’t communicate more than basic ideas to others. You cannot gain the Talk or Lead skills.","negative-mutations.distracted-mind.description":"You have difficulty maintaining a single line of thought. You suffer a -1 skill check penalty on any activity that takes more than five minutes to complete.","negative-mutations.energy-sink.description":"You passively absorb the energy of energy cells and powered devices on your person. Each day, any energy cells or powered devices you carry have a 1 in 6 chance of having been drained when you first try to use them at a critical moment. You ignore the first 10 points of electrical damage you take each round.","negative-mutations.feeble-joints.description":"Your musculature is poorly anchored. Your Strength modifier suffers a -1 penalty and you are entirely incapable of jumping.","negative-mutations.feral-mind.description":"You have a hard time dealing with abstract ideas. Your Intelligence modifier suffers a -1 penalty.","negative-mutations.fragile-system.description":"You are exceptionally susceptible to environmental toxins. You take a -2 penalty to all saving throws versus poisons and diseases and your maximum System Strain is decreased by 2, to a minimum of 3.","negative-mutations.glowbug.description":"Some significant part of you glows constantly, illuminating out to 10 meters and concealable only under whole-body wraps. The drain on your system applies a -1 Constitution modifier penalty. You automatically fail any Sneak checks involving unobtrusiveness, whether veiled or not.","negative-mutations.hemovore.description":"You must drink several liters of mammalian blood each week in addition to normal food or you begin to starve. A sheep-sized mammal is enough to feed you, or thirty or so humans taking turns to donate.","negative-mutations.insensate-flesh.description":"You have an extremely muted sense of touch, including sensing heat or pressure. You suffer a -1 penalty to your hit point roll each level, to a minimum of 1 point, as you are less capable of noticing injuries and aggravate them easily.","negative-mutations.light-sensitivity.description":"You can see normally in lowlight conditions, but daylight is blinding to you without goggles or other protective gear, and you suffer 1 System Strain in sunburn for each hour of sun exposure without an enveloping cloak. Laser weapons roll damage twice against you, taking the higher result.","negative-mutations.loose-limbs.description":"Your limbs break off and regrow. You suffer a -1 Dexterity modifier and when Mortally Wounded or you intentionally break it off, you lose a randomly-chosen arm or leg. It regrows in 1d4 weeks.","negative-mutations.low-resistances.description":"The first time you make a Physical, Mental, or Evasion save in a day, roll it twice and take the worst result.","negative-mutations.memory-damage.description":"You’re prone to losing chunks of memory not relevant to your current interests or activities. Your Intelligence modifier takes a -1 penalty and you cannot develop the Know skill.","negative-mutations.miasmic-stench.description":"You exude a stench that defies all conventional perfumes and fragrances, though your allies might eventually become numb to it. You fail any Sneak checks against creatures capable of smelling things and take a -1 penalty on all social skill checks. Insects and predatory animals will not recognize you as edible, though they may attack if you threaten them.","negative-mutations.misshapen.description":"Strangenesses of proportion and jointing make it impossible to wear armor or clothing that has not been tailored to you.","negative-mutations.musclebound.description":"Your physiology complicates movement. Your Dexterity modifier is reduced by 1.","negative-mutations.narrow-focus.description":"You have difficulty paying attention to your surroundings. Your Wisdom modifier suffers a -1 penalty and you cannot develop the Notice skill.","negative-mutations.overtaxed-physique.description":"Your mutations are more than your body can handle safely. Your maximum System Strain is lowered by 3 points, to a minimum of 3.","negative-mutations.place-blindness.description":"You have profoundly poor navigational skills. While you can find your way around familiar places you’ve lived in for at least a week, you will invariably become lost when traveling outside those areas unless guided.","negative-mutations.poor-eyesight.description":"Your eyes are too weak to make out anything more than 10 meters away from you. You cannot gain a positive Sensory mutation that improves your eyesight.","negative-mutations.primitive-cognition.description":"When you advance a character level, you gain one fewer skill point.","negative-mutations.sensitive-skin.description":"Your external integument can’t handle heavy pressure or chafing. You can’t wear armor of more than 1 Encumbrance and you gain 1 System Strain each day you wear any armor at all.","negative-mutations.short-lifespan.description":"Once you reach adulthood, your physical aging processes accelerate, though you do not become decrepit until your final year of life. At age 18 and each birthday afterwards, roll 1d100 and add your age. If the total is over 100, you’re going to die in 1d4 years.","negative-mutations.sleep-dependence.description":"Adequate sleep is critical for you. If you don’t get a good night’s sleep for some reason, you gain 2 System Strain.","negative-mutations.slow-development.description":"You have great difficulty matching the skills of others. Pick a favorite skill; all others have a maximum skill level 1 less than usual for your level, to a minimum of level-0.","negative-mutations.spindly.description":"Your body is not built for raw power. Your Strength modifier is reduced by 1 and you cannot gain the Exert skill.","negative-mutations.vexation-field.description":"Subsonic or electro-neural emissions subconsciously irritate everyone around you. Friends and allies can ignore it. You suffer a -1 Charisma modifier penalty and cannot gain the Lead or Connect skills.","negative-mutations.voracious.description":"If you don’t consume at least two food rations a day, you are so distracted by hunger that you must make a Mental save to resist spending at least one round eating anything edible you encounter, including enemy bodies.","negative-mutations.weak-heart.description":"Sharp exertion quickly exhausts you. Your Constitution modifier suffers a -1 penalty, and all Exert skill checks are rolled twice and the worst taken.","negative-mutations.attribute-deficiency.description":"Your lowest attribute suffers a -1 modifier penalty. If the lowest is tied, pick one. Reroll this mutation if its modifier is already at -2.","foci.alert.description":"You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\n\n**Level 1:** Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When your group rolls initiative, your vigilance allows them to roll twice and take the higher roll.\n\n**Level 2:** In addition to the benefits of level 1, you always act first in a combat round unless someone else involved is also this Alert.","foci.apex-predator.description":"You have extensive experience in hunting or handling dangerous wild animals, and know how to avoid, intimidate, or kill such beasts.\n\n**Level 1:** Gain Survive and Shoot as bonus skills. Once per scene as an On Turn action, force any hostile beasts in combat with the party to make a Morale check. Add half your level, rounded up, to any damage or Shock done to sub-sapient beasts.\n\n**Level 2:** Once per scene, as an Instant action, force a beast you’ve hit to make a Physical saving throw at a penalty equal to your Survive or combat skill, whichever is higher. On a failure, it takes your maximum hit points in extra damage.","foci.armsmaster.description":"You have an unusual competence with thrown weapons and melee attacks. This Focus’ benefits do not apply to unarmed attacks or non-thrown projectile weapons. This Focus’ bonuses also don’t stack with Deadeye or other Foci that add a skill’s level to your damage or Shock.\n\n**Level 1:** Gain Stab as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\n\n**Level 2:** The Shock from your melee attacks always treats the target as if they have AC 10. Gain a +1 bonus to hit with all thrown or melee attacks.","foci.assassin.description":"You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 27.\n\n**Level 1:** Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\n\n**Level 2:** You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards not directly in your path.","foci.authority.description":"You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. Where this Focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\n\n**Level 1:** Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or very uncharacteristic.\n\n**Level 2:** Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.","foci.close-combatant.description":"You’ve had all too much practice at close-in fighting and desperate struggles with pistol or blade. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.\n\n**Level 1:** Gain any combat skill as a bonus skill. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time.\n\n**Level 2:** The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.","foci.deadeye.description":"You have a gift with ranged weapons. While this talent most commonly applies to guns, it is also applicable to thrown weapons or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsmaster Focus at the same time as Deadeye.\n\n**Level 1:** Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a rifle or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll.\n\n**Level 2:** You can reload guns, crossbows, or other slow-loading weapons as an On Turn action, provided they don’t take more than a round to reload. You can use ranged weapons of any size in melee without penalty. Once per scene, as an On Turn action when target shooting at an inanimate, non-creature target, you automatically hit unless you roll a 2 on your Shoot skill check or the shot is physically impossible.","foci.diplomat.description":"You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\n\n**Level 1:** Gain Talk as a bonus skill. You speak all the languages common to your area and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\n\n**Level 2:** Once per game session, shift an intelligent NPC’s Reaction Roll one step closer to friendly if you can talk to them for at least thirty seconds.","foci.gray-man.description":"You are uncannily unremarkable. No one thinks to look twice at you, and you always seem an unprofitable mark for violence or theft.\n\n**Level 1:** Gain Sneak as a bonus skill. You know how to conceal your carried belongings so that you never appear to have anything worth stealing. Enemies will not target you in combat unless you are the only practical target or you are making yourself an immediate threat.\n\n**Level 2:** You can dress and carry yourself to blend into any group unless it’s so small that all members know each other. Once per day, as an On Turn action, gain two System Strain to be forgotten or ignored by everyone around you for the rest of the scene until you act in such a way as to draw attention. This ability can’t be used if someone is already paying specific attention to you.","foci.healer.description":"Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\n\n**Level 1:** Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\n\n**Level 2:** Pharmaceuticals or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing adds no System Strain, but can be used on a given target only once a day.","foci.henchkeeper.description":"You have a distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this Focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people, and are usually tribal outcasts, low-status enclave workers, or other people with few prospects in their own society. You can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase.\n\n**Level 1:** Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will go with you on missions and risk great danger to help you. Most peaceful modern citizens will fight as Peaceful Civilians as listed on page 215, using whatever gear they’re given. Wastelanders, civil war survivors, and other hardened souls will fight as Tribal Warriors on the same page. You can have one henchman at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman.\n\n**Level 2:** Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as Tough Survivors from page 215. You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.","foci.iron-stomach.description":"You are capable of eating even the most unappetizing, badly-contaminated, and semi-rotten foodstuffs without incurring harm, though you still can’t eat outright poison or other wholly inedible substances.\n\n**Level 1:** Gain Survive as a bonus skill. You do not need to make a disease check when drinking unfiltered water and you need only one ration of food every two days. You gain a +2 bonus on all saves versus poison or diseases.\n\n**Level 2:** Your System Strain maximum increases by +2, to a maximum of 20. By constant casual foraging of insects, grasses, bark, and other semi-edible substances you can feed yourself in any natural environment. You become immune to poisons short of military-grade engineered toxins.","foci.natural-immunity.description":"You have a remarkably strong immune system and are impervious to most ordinary sicknesses.\n\n**Level 1:** Your maximum System Strain increases by 2 points, up to a maximum of 20. You gain a +4 bonus on all saving throws versus diseases, and any diseases you incur are reduced one level of severity, with Mild diseases automatically resisted.\n\n**Level 2:** As level 1, but your maximum System Strain increases by a further +2 to a maximum of 22. You are immune to all normal diseases.","foci.pathfinder.description":"Even without navigation gear you have an instinctive knack for directions and safe routes of travel.\n\n**Level 1:** Gain Survive as a bonus skill. You always know what direction you’re facing. Groups you lead cannot Go Astray as explained on page 61, and gain bonus movement equal to two hours of travel without actually taking that time.\n\n**Level 2:** Scouting a hex takes half the ordinary time. You’re so good at choosing routes and muffling noise that your group is not considered Exposed even if you follow a road or drive a vehicle.","foci.road-warrior.description":"You pair enormous natural talent at driving with a zest for highway bloodshed. This Focus benefits only the driver of a vehicle, and for sci-fi campaign settings it does not include starships or non-atmospheric craft.\n\n**Level 1:** Gain Drive as a bonus skill. Once per scene, as an Instant action, reroll a Drive skill check. Any vehicle you drive has bonus hit points equal to twice your character level. You take no hit penalty for shooting from a moving vehicle and gain a bonus Main Action each round that can only be used to attack with a weapon while driving or fire a vehicle-mounted weapon.\n\n**Level 2:** Any vehicle you drive gains a +1 Speed bonus. Allies riding with you suffer no penalty for shooting from a moving vehicle. Once per scene, gain the benefits of the Veteran’s Luck Edge applied only to vehicle weapons or hits by weapons against the vehicle you’re driving.","foci.robot-whisperer.description":"You have an intuitive knack for dealing with robotic entities or AIs, whether diplomatically or otherwise.\n\n**Level 1:** Gain Fix or Program as a bonus skill. Once per day, as an Instant action, reroll any social skill check made involving an expert system robot, VI, or AI. Gain a +2 bonus on all Reaction Rolls involving robots. Gain a +4 bonus on hit and damage rolls toward robots, and you can harm them even with primitive weapons or unarmed attacks.\n\n**Level 2:** You have mastered esoteric override codes. Once per scene, as a Main Action, issue a command to an expert system robot that is no longer than two sentences. The robot gets a Mental save to resist at a penalty equal to your Fix or Program skill level; on a failure, it obeys that command for up to a scene, even if suicidal. VIs and AIs cannot be controlled this way.","foci.scrapsmith.description":"You find use in the smallest fragment of salvage, and can build things far more efficiently and effectively than other technicians.\n\n**Level 1:** Gain Fix as a bonus skill. Building devices from scrap costs half as much scrap as it normally would, rounded up. Once per game session, you can declare that you actually have any device, weapon, or object your skills and resources would have allowed you to make during recent downtime, though it costs no scrap and can’t be larger than a suit of armor. Any weapon using ammo is fully loaded. This device or object functions until you use this ability again, after which it breaks down due to lack of maintenance.\n\n**Level 2:** You can repair damaged weapons, armor, or personal equipment without needing to use scrap, and can fix a whole party’s gear in fifteen minutes. When you break down an object for scrap, you get 50% more scrap from it, rounded down.","foci.shocking-assault.description":"You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\n\n**Level 1:** Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place and the target is not immune to Shock.\n\n**Level 2:** In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks that do Shock. As usual, regular hits never do less damage than this Shock would do.","foci.skilled-combat-rider.description":"You were meant to fight from beast-back. You can always find a horse or setting-equivalent riding beast with a week of searching if any are to be had in the area. This may be a self-broken wild mustang or an “acquired” animal. Only you can ride this mount.\n\n**Level 1:** Gain Drive or Ride as a bonus skill. Your mount shares your AC, if better, and once per round you can take damage in lieu of harm to your mount. Any beast you ride counts as a combat-trained animal in terms of the mounted combat rules on page 50.\n\n**Level 2:** Any beast you ride counts as a war beast for training purposes. You suffer no penalty for ranged mounted attacks. Your mount gains 10 bonus hit points to their maximum. These bonus hit points are refreshed at the start of each fight.","foci.slippery.description":"You are remarkably hard to grapple or restrain, either due to natural nimbleness, flexible joints, or blind luck.\n\n**Level 1:** Gain Punch or Exert as a bonus skill. You gain a natural +4 bonus on all rolls to resist grappling attempts and can slip out of any restraints short of a full-body straitjacket as a Main Action. You can make a Fighting Withdrawal as an On Turn action.\n\n**Level 2:** As level 1, but you cannot be grappled against your will. Your Dexterity modifier increases by +1, to a maximum of +2.","foci.snipers-eye.description":"You are an expert at placing a bullet or arrow on an unsuspecting target. These special benefits only apply when making an Execution Attack with a gun, bow, or thrown weapon, as described on page 30.\n\n**Level 1:** Gain Shoot as a bonus skill. When making a skill check for a ranged Execution Attack or target shooting, roll 3d6 and drop the lowest die.\n\n**Level 2:** You don’t miss ranged Execution Attacks. A target hit by one takes a -4 penalty on the Physical saving throw to avoid immediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.","foci.spark-of-brilliance.description":"Whether a grizzled veteran who can still perform when the chips are down or a young prodigy with flashes of genius, you demonstrate sudden moments of superlative skill.\n\n**Level 1:** Gain any skill as a bonus skill. Pick three skills relevant to your background or concept. Once per day as an Instant action, treat one of those skills as level-4 for the rest of the scene. This insight doesn’t last long enough to undertake prolonged efforts such as gear construction or mod maintenance, but it’s time enough for surgery or repair. Any time you advance a level, you may choose to swap out this Focus for a different one.","foci.specialist.description":"You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a natural athlete, a brilliant engineer, or some other savant, your expertise is extremely reliable. You may take this Focus more than once for different skills.\n\n**Level 1:** Gain a non-combat skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.\n\n**Level 2:** Roll 4d6 and drop the two lowest dice for all skill checks in this skill.","foci.strong-back.description":"You can carry a remarkable amount of gear for someone of your size and strength, gaining special benefits in Encumbrance as explained on page 71.\n\n**Level 1:** Gain Exert as a bonus skill. Your Strength is treated as 18 for purposes of Encumbrance. You can carry a downed teammate as if they were 6 points of Encumbrance, and it does not slow down your overland travel.\n\n**Level 2:** Your Strength modifier increases by +1, to a maximum of +2. You can use your Stowed Encumbrance as if it were Readied, and it takes you no extra time to break open bundled gear.","foci.survivalist.description":"You are a grizzled survivor of harsh environments and bitter privation. A lifestyle that would rapidly kill an office worker is no more than daily living for you.\n\n**Level 1:** Gain Survive as a bonus skill. You can sleep without fire or shelter without suffering privation, barring midwinter conditions. A foraging party you are with rolls all foraging skill checks and results twice and takes the better roll. You can find enough food and water to sustain yourself while traveling normally through any non-desolate landscape.\n\n**Level 2:** Your Constitution modifier increases by +1, to a maximum of +2. You sleep so lightly that you count as being awake for purposes of detecting danger or unusual events around the campsite.","foci.tinker.description":"You have a natural talent for modifying and improving equipment, as given in the rules on page 30.\n\n**Level 1:** Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Vehicle and gear mods cost only half their usual price or scrap requirements, rounded up, though experimental component requirements remain the same.\n\n**Level 2:** Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score, up to a maximum of Fix-5. Advanced mods require one fewer experimental components to make, down to a minimum of zero.","foci.unarmed-combatant.description":"Your empty hands are more dangerous than knives in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding pistols, rifles and similar ranged arms, though you need at least one hand free to do so.\n\n**Level 1:** Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. While you normally add your Punch skill level to any unarmed damage you inflict, don’t add it twice to Shock damage. If using the optional Traumatic Hit rules, your attacks have a Trauma Die of 1d6 and a Trauma Rating of x2.\n\n**Level 2:** Even on a miss with a Punch attack, you do an unmodified 1d6 damage, plus any Shock that the blow might inflict on the target. Your Trauma Die becomes 1d8 for lethal attacks.","foci.unnumbered-friends.description":"You have an astonishing ability to find or make friends in the most unlikely places.\n\n**Level 1:** Gain Connect as a bonus skill. Once per game session, when dealing with a group or organization, the GM picks someone among them as a friend of yours or one who takes a great liking to you. They’ll do favors that don’t expose them to serious danger or loss, and the friendship will continue unless you or your allies directly harm them or things they love.\n\n**Level 2:** Your Charisma modifier increases by +1, to a maximum of +2. Once per session, spend an hour socializing with someone. They become your good friend unless they have a very good reason not to be, and will remain so until you or your allies betray the friendship.","foci.unstable-mutant.description":"Your mutations are prone to shifting randomly over time as your body seeks a stasis it never quite achieves. This Focus is available only to PCs with the Mutant Edge.\n\n**Level 1:** You gain one randomly-rolled positive mutation. This mutation is rerolled at the start of each month. Once per day, as a Main Action, accept four points of System Strain to reroll the mutation right then and there.\n\n**Level 2:** When you reroll this Focus’s mutation, roll twice and pick whichever you prefer. Once per week, as a Main Action, accept four points of System Strain and shift this mutation to any positive mutation of your choice. This change lasts one scene, after which it reverts to its prior roll.","foci.unique-gift.description":"Your PC has a unique type of mutation, an exceptional human ability, or some experimental genetic modification that grants them some benefit that isn’t covered under existing options. This benefit shouldn’t be a simple bonus to something you already do; it should be a power or ability that gives you options that you just wouldn’t have otherwise. It also shouldn’t be used to simply optimize an existing character concept, but instead should allow you to make a character who wouldn’t make sense without this special ability. It’s up to the GM to decide what’s reasonable and fair to be covered under this gift, and whatever they allow should be roughly equivalent to the existing Focus options in overall power. If an ability is particularly powerful or a mutation is especially draining, it might require the user to take System Strain to use it, as described on page 31. As a general rule this ability should be better than a piece of gear the PC could buy. The player is spending a very limited resource when they make this Focus pick, so what they get should be good enough that they can’t just duplicate it with a fat bank account.","foci.whirlwind-assault.description":"You are a frenzy of bloody havoc in melee combat, and can hack down numerous lesser foes in close combat… assuming you survive being surrounded.\n\n**Level 1:** Gain Stab or Punch as a bonus skill. Once per scene, as an On Turn action, apply your Shock damage to all foes within melee range, assuming they’re susceptible to your Shock.\n\n**Level 2:** The first time you kill someone in a round with a normal attack, either with its rolled damage on a hit or with the Shock damage it inflicts, instantly gain a second attack on any target within range using any Ready weapon you have.","foci.zombie-smasher.description":"Whether through long practice or sheer bloodthirst, you are incredibly efficient at putting down the dead. This Focus is inapplicable to non-Deadlands campaigns.\n\n**Level 1:** As a Main Action, kill up to six zombies of 1 HD or less within range of your weapon. If using a gun, expend one bullet or charge per zombie. Each use of this ability in a scene after the first adds one System Strain.\n\n**Level 2:** Your attack roll against zombies always counts as a natural 20. You do an additional 8 points of damage to zombies on a hit.","backgrounds.courtesan.description":"You traded your company for protection or profit. You may have been a sophisticated and platonic companion, a common pre-collapse streetwalker, a “friend” to everyone in your post-apocalyptic tribe, or a favored consort to someone important. The skills you developed in managing sometimes-dangerous clients have a broad scope of application.","backgrounds.crafter.description":"Whether a post-nuclear scrapsmith stitching debris into functioning gear or a talented modern-day engineer thrown into a collapsing world, you know how to make something out of very little, if not exactly nothing. Your skills are valuable in any time of crisis, though you may need allies to help you obtain the precious parts and raw materials you need for your creations.","backgrounds.diplomat.description":"Negotiator, salesman, political activist, or tribal envoy; you survived by your persuasiveness and your ability to find common ground in an unfriendly world. The apocalypse might have made violence a more practical option for a lot of your interlocutors, but it has also dispelled any illusions about how dear its cost can be.","backgrounds.entertainer.description":"Even the most desperate refugee camp or hardscrabble tribal village has need for diversion from their unhappy lives. You provided that, whether as a pre-collapse comedian or singer, a tribal storyteller, an impresario for arena fights, or someone else worth keeping fed for the pleasure of their company. Your talents may seem trivial in the face of this wretched new world, but they offer an escape from a reality that many find unbearable.","backgrounds.farmer.description":"Before the collapse, you might have been an agribusiness worker, an enthusiastic homesteader, or a hard-pressed family farmer working ancestral land. After the apocalypse, you became the foundation of human survival. Knowing how to raise a crop with nothing more than hand tools and backbreaking labor is the difference between a spare survival and a thin and hungry grave.","backgrounds.healer.description":"Modern-day physicians, therapists, nurses, and paramedics have their match in post-apocalyptic shamans, healers, and priests. Every society needs someone skilled in tending to the sick, even if the resources available may be limited to local herbs and a handful of scavenged medical tools. With the constant danger and regular injuries to be found in a post-apocalyptic world, there are few enclaves that would not welcome a skilled healer.","backgrounds.hunter.description":"Present-day game wardens, poachers, professional guides, and avid recreational hunters might all have the skills of a hunter. After the apocalypse, some primitive tribes might be able to survive chiefly off the game their able-bodied members harvest, assuming that game doesn’t harvest them first.","backgrounds.noble.description":"Most societies have some sort of recognized elite. The modern caste of CEOs, high-ranking politicians, and old-money gentry have their match in a post-collapse world’s more literal nobility or sacred lineages. Few post-apocalyptic communities have so much ease as to afford a purely ornamental ruling class, however, and their young scions are often expected to make something of themselves before they can expect any respect.","backgrounds.outcast.description":"Every society has its outcasts and lurkers around the margins. Homeless vagrants, petty criminals, low-caste workers in despised professions, and a cloud of beggars, junkies, and disgraced offspring can be found in almost any city. Such a life forces its subjects to learn hard lessons quickly, for it has little pity for those who cannot.","backgrounds.priest.description":"Modern-day clergy find ample work after the end of the world, with countless desperate survivors craving some message of hope and meaning. In far-future radioactive wastelands, mutant shamans and apostles of the holy ancients bring word from unseen powers and guidance for a world that remains a terrible mystery to most.","backgrounds.raider.description":"It’s easier to take than to make, and raiders in every era are all too glad to take the easier route. Modern robbers, hijackers, and back-country bandits have their post-apocalyptic heirs in leather-clad marauders and savage bands of pillagers. As hated as raiders are by most survivors, raider bands still have better prospects for food and safety while the world remains too disordered to deal with them.","backgrounds.rider.description":"Modern truckers, sailors, pilots, and other transport specialists are accustomed to getting their cargo delivered despite the hardships of the road. These troubles are significantly greater for post-apocalyptic haulers and outriders. With the dearth of functioning vehicles, riders of the mutant wastes trust in a fast equimorph and a keen sense of danger to keep them alive.","backgrounds.savage.description":"Some people are wholly beyond the reach of modern civilization, even after the end of the world. These ferals, tribals, radical hermits, or esoteric subculture members rely on nothing more than primitive tools and their own extensive survival skills. After the apocalypse, savage tribes can often be found living in environments that would quickly kill off any softer populace.","backgrounds.scavenger.description":"You made your living by fixing or repurposing things that others threw away. You may have been a junkman or repair tech before the apocalypse, while scavengers afterwards often dare far more dangerous surroundings to plunder the treasures of the lost world. Most enclaves rely heavily on the skills of their scavengers to make up for the myriad things too complex for them to make new.","backgrounds.scholar.description":"Even after the apocalypse, knowledge remains a precious resource for any community. Modern-day professors, teachers, students, and private enthusiasts may find it necessary to focus on more pragmatic fields than they would like, but there remain mysteries enough in the world to demand someone versed at puzzling them out.","backgrounds.scout.description":"Your PC made their living through careful reconnaissance, whether as a wilderness guide, military recon specialist, surveyor, fire watcher, or other sharp eye. After the collapse, any survivor with a well-honed ability to sneak through dangerous territory and bring back useful reports is sure to become a valuable asset for their community, even if their longevity may be somewhat lacking.","backgrounds.slave.description":"The chained thralls of savage bandit clans, wretched tribal outcasts forced to labor for their betters, and downtrodden mutant untouchables subsisting at the fringes of a settlement are all common enough faces of slavery in a radioactive wasteland. For campaigns set before the end, your PC may simply have been a laborer trapped in debt indenture or the hapless minion of some tyrannical boss. Whatever the details, you learned to labor and to endure — and to escape when the opportunity came.","backgrounds.trader.description":"Even in the ashes of an apocalypse, trade remains preferable to lead for most survivors. Your PC knows how to cut deals with strangers without ending up on the wrong end of a bargain or of a gun. Whether you were a salesman before the collapse, or a shopkeeper, or a freelancer forced to make their own way in the world, you still know how to spot opportunities and how to exploit them to the full.","backgrounds.wanderer.description":"The first months of societal collapse send forth waves of desperate refugees in search of food and safety. The overwhelming majority leave their bones by the road, but you somehow survived. You may have led a hard life before as a vagrant or a restless drifter, but you know how to eke a living out of a barren land. In later ages, you might be the last survivor of an extinguished village, or a refugee from the losing side of some struggle.","backgrounds.warrior.description":"A simple profession that wears many faces, your role was that of a fighter. Whether street thug, soldier, boxer, bouncer, templar, or tribal spearman, your place was to fight and win. There is no lack of fresh violence after the collapse, and many are the ordinary men and women who discover their only relevant talent in this new world is their ability to add to the killing.","pack.name":"Ashes Without Number","headline":"{type_background}"};
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