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assets.json
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{
"Oracles": [
{
"Name": "Starship",
"Asset Type": "Command Vehicle",
"Modules": true,
"Input": [
"Name"
],
"Abilities": [
{
"Text": "Your armed, multipurpose starship is suited for interstellar and atmospheric flight. It can comfortably transport several people, has space for cargo, and can carry and launch support vehicles. When you [Advance](#Advance), you may spend experience to equip this vehicle with module assets.",
"Enabled": true
},
{
"Text": "When you [Finish an Expedition](#Finish-an-Expedition) (dangerous or greater) in your starship and score a hit, this journey strengthened your ties to your ship and any fellow travelers. You and your allies may mark 1 tick on your bonds legacy track."
},
{
"Text": "When you [Withstand Damage](#Withstand-Damage), you may roll +heart. If you do, [Endure Stress](#Endure-Stress) (-1) on a weak hit or miss.",
"Alter Moves": [
{
"Name": "Withstand Damage",
"Triggers": [
{
"Details": "When you [Withstand Damage](#Withstand-Damage) to your starship",
"Text": "to your starship",
"Stat Options": {
"Stats": [
"Heart"
]
}
}
]
}
]
}
],
"Condition Meter": {
"Name": "Integrity",
"Max": 5,
"Conditions": [
"Battered",
"Cursed"
]
}
},
{
"Name": "Engine Upgrade",
"Asset Type": "Module",
"Abilities": [
{
"Text": "Your vehicle’s finely-tuned engines speed your travels. When you [Undertake an Expedition](#Undertake-an-Expedition) (+edge) and score a strong hit, take +1 momentum; on a strong hit with a 6 on your action die, take +2 momentum instead of +1.",
"Enabled": true
},
{
"Text": "When you [Enter the Fray](#Enter-the-Fray), choose one (before rolling).\n\n * Maneuver: Add +1 and take +1 momentum on a strong hit.\n * Boost: Take +2 momentum on a hit."
},
{
"Text": "When you make a desperate move to pursue a foe, escape a threat, or get in range, you may push your engines to their limit. If you do (decide after rolling), reroll any dice and count a weak hit as a strong hit. Then, [Withstand Damage](#Withstand-Damage) (-2)."
}
]
},
{
"Name": "Expanded Hold",
"Asset Type": "Module",
"Abilities": [
{
"Text": "Your vehicle carries up to 3 cargo. When you gain +supply, you may convert it to +cargo. When you make a move +supply, you may add +cargo. When you [Sacrifice Resources](#Sacrifice-Resources), you may instead suffer -cargo for any portion of the cost.",
"Enabled": true
},
{
"Text": "When you score a miss or weak hit as you make a move to barter or negotiate, and you have at least 1 cargo, you may sweeten the pot. If you do, reroll all dice and add +cargo. Then, suffer -1 cargo."
},
{
"Text": "When you make a move to outrun a threat and have at least 1 cargo, you may first lighten your load by dropping cargo. If you do, suffer -cargo by the amount dropped, add +that amount, and take +2 momentum on a hit."
}
],
"Condition Meter": {
"Name": "Cargo",
"Max": 3,
"Starts At": 0
}
},
{
"Name": "Grappler",
"Asset Type": "Module",
"Abilities": [
{
"Text": "Your grappler can disrupt systems and snare machines and vehicles with a magnetic tether. When you take a minute or so to ready the grappler, roll +integrity or +wits. On a strong hit, the grappler is charged and may be fired. On a weak hit, charging requires extra time or focus and you [Lose Momentum](#Lose-Momentum) (-1). On a miss, charging fails and you must [Withstand Damage](#Withstand-Damage) (-2). If you make a move to attack a foe or overcome an obstacle by firing the grappler, take an automatic strong hit.",
"Move": {
"Name": "Ready Grappler",
"Category": "Asset Moves",
"Asset": "Grappler",
"Triggers": [
{
"Text": "When you take a minute or so to ready the grappler",
"Stat Options": {
"Select": "highest",
"Stats": [
"Wits"
],
"Resources": [
"Attached Asset Condition Meter"
]
}
}
],
"Text": "Your grappler can disrupt systems and snare machines and vehicles with a magnetic tether. When you take a minute or so to ready the grappler, roll +integrity or +wits. On a strong hit, the grappler is charged and may be fired. On a weak hit, charging requires extra time or focus and you [Lose Momentum](#Lose-Momentum) (-1). On a miss, charging fails and you must [Withstand Damage](#Withstand-Damage) (-2). If you make a move to attack a foe or overcome an obstacle by firing the grappler, take an automatic strong hit."
}
},
{
"Text": "If you score a strong hit when readying the grappler, you may [Sacrifice Resources](#Sacrifice-Resources) (-1) to overcharge the module. When you fire an overcharged grappler, take +2 momentum; if in a fight, also mark progress."
},
{
"Text": "When you [Take Decisive Action](#Take-Decisive-Action) by firing the grappler, you may reroll one challenge die."
}
]
},
{
"Name": "Heavy Cannons",
"Asset Type": "Module",
"Abilities": [
{
"Text": "When you aim your cannons and use them to [Strike](#Strike), choose one.\n\n * Strafing run: Add +1 and take +1 momentum on a hit.\n * Focus fire: Mark progress on a hit, but [Lose Momentum](#Lose-Momentum) (-1).",
"Enabled": true
},
{
"Text": "Once per fight, when you [Clash](#Clash) by committing to an all-or-nothing exchange of fire, add +1, count a weak hit as a strong hit, and mark progress on a hit. On a miss, you must suffer a dire outcome."
},
{
"Text": "When you [Compel](#Compel), [Enter the Fray](#Enter-the-Fray), or [Gain Ground](#Gain-Ground) by bringing your cannons to bear and sending a promise of violence to your foe over communication channels, add +1 and take +1 momentum on a hit. On a strong hit with a match, take another +1 momentum."
}
]
},
{
"Name": "Internal Refit",
"Asset Type": "Module",
"Abilities": [
{
"Text": "You have customized the cabins, common spaces, and environment of the ship to your needs. When you [Undertake an Expedition](#Undertake-an-Expedition) (dangerous or greater), reroll any dice for the first leg of your journey. On a hit, you and your allies may envision how you make yourself at home; if you do, take +2 momentum or +1 spirit.",
"Enabled": true
},
{
"Text": "Your vessel is stocked with reserves. When you [Sacrifice Resources](#Sacrifice-Resources) and your supply is reduced to 0, first roll +integrity instead of marking unprepared. On a strong hit, take +1 supply. Otherwise, mark unprepared.",
"Move": {
"Name": "Draw Reserves",
"Category": "Asset Moves",
"Asset": "Internal Refit",
"Triggers": [
{
"Text": "When you [Sacrifice Resources](#Sacrifice-Resources) and your supply is reduced to 0",
"Stat Options": {
"Resources": [
"Attached Asset Condition Meter"
]
}
}
],
"Text": "Your vessel is stocked with reserves. When you [Sacrifice Resources](#Sacrifice-Resources) and your supply is reduced to 0, first roll +integrity instead of marking unprepared. On a strong hit, take +1 supply. Otherwise, mark unprepared."
}
},
{
"Text": "When you [Enter the Fray](#Enter-the-Fray) to oppose an invader within your vessel, reroll any dice. On a strong hit, take +momentum equal to integrity. On a strong hit with a match, also mark progress."
}
]
},
{
"Name": "Medbay",
"Asset Type": "Module",
"Abilities": [
{
"Text": "When you use your medbay to [Heal](#Heal) yourself or another patient, you may reroll your action die if its value is less than your vehicle's integrity.",
"Enabled": true
},
{
"Text": "When you or an ally mark the permanently harmed impact and are brought to the medbay without delay (less than an hour or so), you have a shot at making things right. If you [Heal](#Heal) and score a strong hit, clear the impact (in addition to the other benefits of the move). Then, envision the scar that now serves as a reminder of the incident."
},
{
"Text": "When you [Face Danger](#Face-Danger) by performing a risky medical procedure, or if you [Gather Information](#Gather-Information) through an autopsy or medical examination, reroll any dice and take +1 momentum on a hit."
}
]
},
{
"Name": "Missile Array",
"Asset Type": "Module",
"Abilities": [
{
"Text": "Your missile array is armed with 5 ammo. When you [Strike](#Strike) or [Clash](#Clash) with a missile attack, suffer -1 ammo and mark progress on a hit. If you [Resupply](#Resupply) in a place where your missiles can be replenished, you may exchange any earned +supply for +ammo.",
"Enabled": true
},
{
"Text": "When you have at least 1 ammo and [Gain Ground](#Gain-Ground) by locking a missile on target, add +1 and take +1 momentum on a hit."
},
{
"Text": "When you have at least 3 ammo and [Take Decisive Action](#Take-Decisive-Action) by unleashing all of your missiles, roll an action die before making the progress roll. If your action die is equal to or less than ammo, you may reroll each challenge die. Then, set ammo to 0."
}
],
"Condition Meter": {
"Name": "Ammo",
"Max": 5
}
},
{
"Name": "Overseer",
"Asset Type": "Module",
"Input": [
"Name"
],
"Abilities": [
{
"Text": "Your AI module keeps watch over the vehicle's systems and sensor data. When you [Secure an Advantage](#Secure-an-Advantage) or [Gain Ground](#Gain-Ground) by talking through a situation with the overseer, you may roll +integrity. If you do, take +1 momentum on a hit.",
"Alter Moves": [
{
"Name": "Secure an Advantage",
"Triggers": [
{
"Details": "When you [Secure an Advantage](#Secure-an-Advantage) by talking through a situation with the overseer",
"Text": "by talking through a situation with the overseer AI",
"Stat Options": {
"Resources": [
"Attached Asset Condition Meter"
]
}
}
]
},
{
"Name": "Gain Ground",
"Triggers": [
{
"Details": "When you [Gain Ground](#Gain-Ground) by talking through a situation with the overseer",
"Text": "by talking through a situation with the overseer AI",
"Stat Options": {
"Resources": [
"Attached Asset Condition Meter"
]
}
}
]
}
],
"Enabled": true
},
{
"Text": "When you [Withstand Damage](#Withstand-Damage) and roll on the miss table, the overseer will do what it can to help. Roll twice on the table and choose either result."
},
{
"Text": "The overseer can pilot the vehicle independently. When you [Face Danger](#Face-Danger) by handing over control to the AI in an emergency, or to summon the vehicle remotely within a hazardous situation, you may roll +integrity. If you do, take +1 momentum on a hit.",
"Alter Moves": [
{
"Name": "Face Danger",
"Triggers": [
{
"Details": "When you [Face Danger](#Face-Danger) by handing over control to the AI in an emergency, or to summon the vehicle remotely within a hazardous situation",
"Text": "by handing over control to the AI in an emergency, or to summon the vehicle remotely within a hazardous situation",
"Stat Options": {
"Resources": [
"Attached Asset Condition Meter"
]
}
}
]
}
]
}
]
},
{
"Name": "Reinforced Hull",
"Asset Type": "Module",
"Abilities": [
{
"Text": "Your vehicle is clad in iron. When you [Withstand Damage](#Withstand-Damage), add +1. On a strong hit, take +1 momentum.",
"Enabled": true
},
{
"Text": "Your plated hull is given a fierce and distinctive color or design. When you arrive at a place where your reputation is a factor, take +1 momentum. When you [Enter the Fray](#Enter-the-Fray) against a foe who would know your reputation, take +momentum equal to your vehicle's integrity on a strong hit."
},
{
"Text": "When you [React Under Fire](#React-Under-Fire) by letting your plated hull take the hit, add +1 and take +1 momentum on a hit. On a strong hit with a match, take another +1 momentum as you surge through the chaos and put yourself in perfect position. On a miss, [Pay the Price](#Pay-the-Price) by marking this component as broken."
}
]
},
{
"Name": "Research Lab",
"Asset Type": "Module",
"Abilities": [
{
"Text": "When you use your lab to [Secure an Advantage](#Secure-an-Advantage) or [Gather Information](#Gather-Information) through careful analysis or experimentation, add +1 and take +1 momentum on a hit.",
"Enabled": true
},
{
"Text": "When you [Face Danger](#Face-Danger) to isolate or secure a hazardous specimen, reroll any dice."
},
{
"Text": "When you [Swear an Iron Vow](#Swear-an-Iron-Vow) to undertake a long-term research project (extreme or greater), reroll any dice. When you obtain crucial samples, equipment, or data, mark progress on the quest and take +2 momentum. When you devote extended time to the project in your lab, [Face Danger](#Face-Danger) and add +1. On a hit, mark progress. On a strong hit with a match, mark progress twice. When you [Fulfill Your Vow](#Fulfill-Your-Vow) and score a hit, also mark one box on your discoveries legacy track."
}
]
},
{
"Name": "Sensor Array",
"Asset Type": "Module",
"Abilities": [
{
"Text": "Your advanced sensors scan the paths ahead to help spot dangers. When you [Undertake an Expedition](#Undertake-an-Expedition) (+wits), and roll a 10 on only one challenge die, you may reroll that die.",
"Enabled": true
},
{
"Text": "When you [Secure an Advantage](#Secure-an-Advantage) or [Gather Information](#Gather-Information) by scanning your vehicle's surroundings or analyzing a nearby object, choose one and take +1 momentum on a hit.\n\n * Manual scan: Add +1\n * Automated scan: Instead of rolling the action die, make it the value of your vehicle's integrity"
},
{
"Text": "When you [Enter the Fray](#Enter-the-Fray) against an ambush, or [Face Danger](#Face-Danger) to detect a hidden threat, you may roll +integrity. If you do, reroll any dice and take +1 momentum on a hit.",
"Alter Moves": [
{
"Name": "Enter the Fray",
"Triggers": [
{
"Details": "When you [Enter the Fray](#Enter-the-Fray) against an ambush",
"Text": "against an ambush",
"Stat Options": {
"Resources": [
"Attached Asset Condition Meter"
]
}
}
]
},
{
"Name": "Face Danger",
"Triggers": [
{
"Details": "When you [Face Danger](#Face-Danger) to detect a hidden threat",
"Text": "to detect a hidden threat",
"Stat Options": {
"Resources": [
"Attached Asset Condition Meter"
]
}
}
]
}
]
}
]
},
{
"Name": "Shields",
"Asset Type": "Module",
"Abilities": [
{
"Text": "When you raise your shields, roll +your vehicle's integrity or +wits. On a strong hit, set your shields to 4. On a weak hit, make them 3. On a miss, make them 2 but [Lose Momentum](#Lose-Momentum) (-1). Then, if you [Withstand Damage](#Withstand-Damage), ignore damage up to the value of your shields and suffer -1 shields. Raised shields last for a few minutes. If reduced to 0, they cannot be raised again for an hour or so.",
"Enabled": true,
"Move": {
"Name": "Raise Shields",
"Category": "Asset Moves",
"Asset": "Shields",
"Triggers": [
{
"Text": "When you raise your shields",
"Stat Options": {
"Stats": [
"Wits"
],
"Resources": [
"Attached Asset Condition Meter"
]
}
}
],
"Text": "When you raise your shields, roll +your vehicle's integrity or +wits. On a strong hit, set your shields to 4. On a weak hit, make them 3. On a miss, make them 2 but [Lose Momentum](#Lose-Momentum) (-1). Then, if you [Withstand Damage](#Withstand-Damage), ignore damage up to the value of your shields and suffer -1 shields. Raised shields last for a few minutes. If reduced to 0, they cannot be raised again for an hour or so."
}
},
{
"Text": "You may [React Under Fire](#React-Under-Fire) by letting your shields take the blow. If you do, roll +shields and take +2 momentum on a hit.",
"Alter Moves": [
{
"Name": "React Under Fire",
"Triggers": [
{
"Details": "When you [React Under Fire](#React-Under-Fire) by letting your shields take the blow",
"Text": "by letting your shields take the blow",
"Stat Options": {
"Resources": [
"Asset Condition Meter"
]
}
}
]
}
]
},
{
"Text": "When you [Enter the Fray](#Enter-the-Fray) and score a strong hit, you may raise your shields to 3 without rolling. If you do, take +1 momentum."
}
],
"Condition Meter": {
"Name": "Shields",
"Max": 4,
"Starts At": 0
}
},
{
"Name": "Stealth Tech",
"Asset Type": "Module",
"Abilities": [
{
"Text": "When you make a move against a specific foe or threat to avoid detection, add +1. If you [Enter the Fray](#Enter-the-Fray) by ambushing an unaware foe, add +1 and mark progress on a strong hit.",
"Enabled": true
},
{
"Text": "When you [Undertake an Expedition](#Undertake-an-Expedition) (+shadow), and roll a 1 on your action die, you may reroll it."
},
{
"Text": "When you are poised to [Strike](#Strike) from hiding, you may roll +shadow. If you do, choose one (before rolling).\n\n * Strike true: Reroll any dice.\n * Strike hard: Mark progress on a hit.\n\nOn a strong hit with a match, you also remain totally undetected; take +2 momentum and add +1 on your next [Strike](#Strike).",
"Alter Moves": [
{
"Name": "Strike",
"Triggers": [
{
"Details": "When you are poised to [Strike](#Strike) from hiding",
"Text": "poised to Strike from hiding",
"Stat Options": {
"Stats": [
"Shadow"
]
}
}
]
}
]
}
]
},
{
"Name": "Vehicle Bay",
"Asset Type": "Module",
"Abilities": [
{
"Text": "You may purchase or upgrade a support vehicle for 1 less experience. When you [Repair](#Repair) a battered support vehicle, spend 1 repair point (instead of 2).",
"Enabled": true
},
{
"Text": "When a support vehicle is destroyed, and you are able to retrieve its wreckage, you may [Ask the Oracle](#Ask-the-Oracle) using the yes/no table if something can be salvaged from the mess. Make it '50/50'. On a yes, spend 2 experience to restore the support vehicle asset with all previously marked abilities. Until you [Repair](#Repair) and bring it back to full working order, the vehicle is battered with 0 integrity."
},
{
"Text": "When you make a move to launch from or land on your command vehicle in a perilous situation or environment, reroll any dice and take +1 momentum on a hit."
}
]
},
{
"Name": "Workshop",
"Asset Type": "Module",
"Abilities": [
{
"Text": "When you [Repair](#Repair) in the field, add +1.",
"Enabled": true
},
{
"Text": "When you make a move in your workshop to craft, modify, deactivate, or disassemble a device or machine, you may reroll your action die if its value is less than your vehicle's integrity."
},
{
"Text": "When you [Swear an Iron Vow](#Swear-an-Iron-Vow) to undertake a long-term engineering project (extreme or greater), reroll any dice. When you obtain a crucial part or resource, mark progress on the quest and take +2 momentum. When you devote extended time to the project in your workshop, [Face Danger](#Face-Danger) and add +1. On a hit, mark progress. On a strong hit with a match, mark progress twice. When you [Fulfill Your Vow](#Fulfill-Your-Vow) and score a hit, mark one extra box on your quests legacy track."
}
]
},
{
"Name": "Exosuit",
"Asset Type": "Support Vehicle",
"Input": [
"Name"
],
"Abilities": [
{
"Text": "Your lumbering rig houses one pilot, is sealed against hostile environments, and is armed with fixed or held weapons. When you make a forceful, damaging, or resistant move, you may (after rolling) replace the value of your action die with the rig's integrity; if you do, [Lose Momentum](#Lose-Momentum) (-1).",
"Enabled": true
},
{
"Text": "Your exosuit is equipped with thrusters. You can maneuver in zero-g, make thrust-assisted leaps, and drop to a surface from altitude. When you burn fuel to overcome a critical obstacle (decide after rolling), you may reroll any dice. If you do, [Sacrifice Resources](#Sacrifice-Resources) (-1)."
},
{
"Text": "When you [Withstand Damage](#Withstand-Damage), you may reroll one challenge die."
}
],
"Condition Meter": {
"Name": "Integrity",
"Max": 6,
"Conditions": [
"Battered"
]
}
},
{
"Name": "Hoverbike",
"Asset Type": "Support Vehicle",
"Input": [
"Name"
],
"Abilities": [
{
"Text": "Your unarmed hoverbike provides speedy planetside ground transport, and is equipped to carry up to two people and their gear. When you [Undertake an Expedition](#Undertake-an-Expedition) (+edge), take +1 momentum on a hit. On a strong hit with a match, you also surge ahead or find a new path; mark progress.",
"Enabled": true
},
{
"Text": "When you fire the bike's afterburner and make a move to perform a risky maneuver, you may add +integrity and take +2 momentum on a strong hit. If you do, count a weak hit as a miss."
},
{
"Text": "When you make a move while maneuvering your bike and burn momentum to improve your result, roll your action die. On a 5 or 6, do not reset momentum."
}
],
"Condition Meter": {
"Name": "Integrity",
"Max": 3,
"Conditions": [
"Battered"
]
}
},
{
"Name": "Rover",
"Asset Type": "Support Vehicle",
"Input": [
"Name"
],
"Abilities": [
{
"Text": "Your unarmed rover provides protected planetside transport. When you [Undertake an Expedition](#Undertake-an-Expedition) or [Set a Course](#Set-a-Course), add +1. When you [Finish an Expedition](#Finish-an-Expedition) in your rover, you may reroll one challenge die.",
"Enabled": true
},
{
"Text": "You may equip your rover with one module asset at no extra cost. When you [Withstand Damage](#Withstand-Damage), the module can be broken or destroyed as with a command vehicle. If you reconfigure your rover, spend 1 experience, discard the module, and equip another with the same number of marked abilities."
},
{
"Text": "When you [Face Danger](#Face-Danger) or [React Under Fire](#React-Under-Fire) by taking a hit or crashing through an obstacle, you may roll +integrity. If you do, take +1 momentum on a hit.",
"Alter Moves": [
{
"Name": "Face Danger",
"Triggers": [
{
"Details": "When you [Face Danger](#Face-Danger) by taking a hit or crashing through an obstacle",
"Text": "by taking a hit or crashing through an obstacle",
"Stat Options": {
"Resources": [
"Asset Condition Meter"
]
}
}
]
},
{
"Name": "React Under Fire",
"Triggers": [
{
"Details": "When you [React Under Fire](#React-Under-Fire) by taking a hit or crashing through an obstacle",
"Text": "by taking a hit or crashing through an obstacle",
"Stat Options": {
"Resources": [
"Asset Condition Meter"
]
}
}
]
}
]
}
],
"Condition Meter": {
"Name": "Integrity",
"Max": 5,
"Conditions": [
"Battered"
]
}
},
{
"Name": "Service Pod",
"Asset Type": "Support Vehicle",
"Input": [
"Name"
],
"Abilities": [
{
"Text": "Your unarmed utility vehicle houses one pilot for short-range, low gravity operations. When you make a move using the pod’s manipulator arms to perform a delicate or forceful task, add +1 and take +1 momentum on a hit.",
"Enabled": true
},
{
"Text": "When you [Face Danger](#Face-Danger), [Gain Ground](#Gain-Ground), or [React Under Fire](#React-Under-Fire) by maneuvering your pod through a hazardous or obstructed area, choose an approach and roll +integrity.\n\n * Careful: Add +2 and [Lose Momentum](#Lose-Momentum) (-1)\n * Reckless: Take +1 momentum on a hit",
"Alter Moves": [
{
"Name": "Face Danger",
"Triggers": [
{
"Details": "When you [Face Danger](#Face-Danger) by maneuvering your pod through a hazardous or obstructed area",
"Text": "by maneuvering your pod through a hazardous or obstructed area",
"Stat Options": {
"Resources": [
"Asset Condition Meter"
]
}
}
]
},
{
"Name": "Gain Ground",
"Triggers": [
{
"Details": "When you [Gain Ground](#Gain-Ground) by maneuvering your pod through a hazardous or obstructed area",
"Text": "by maneuvering your pod through a hazardous or obstructed area",
"Stat Options": {
"Resources": [
"Asset Condition Meter"
]
}
}
]
},
{
"Name": "React Under Fire",
"Triggers": [
{
"Details": "When you [React Under Fire](#React-Under-Fire) by maneuvering your pod through a hazardous or obstructed area",
"Text": "by maneuvering your pod through a hazardous or obstructed area",
"Stat Options": {
"Resources": [
"Asset Condition Meter"
]
}
}
]
}
]
},
{
"Text": "When you make a move while controlling the pod and push its capabilities to the limit, you may take an automatic strong hit. If you do, [Withstand Damage](#Withstand-Damage) (-2)."
}
],
"Condition Meter": {
"Name": "Integrity",
"Max": 4,
"Conditions": [
"Battered"
]
}
},
{
"Name": "Shuttle",
"Asset Type": "Support Vehicle",
"Input": [
"Name"
],
"Abilities": [
{
"Text": "Your unarmed shuttle provides short-range transport for several people and equipment through space or atmosphere. When you travel to a location (not your command vehicle), you and your allies may take +1 momentum when you arrive",
"Enabled": true
},
{
"Text": "When you [Face Danger](#Face-Danger) or [React Under Fire](#React-Under-Fire) to navigate through hazardous skies or around obstacles, add +1 and take +1 momentum on a hit."
},
{
"Text": "Your shuttle is sealed against high pressure environments, can travel underwater, and is more resistant to damage; when you [Withstand Damage](#Withstand-Damage), add +1."
}
],
"Condition Meter": {
"Name": "Integrity",
"Max": 4,
"Conditions": [
"Battered"
]
}
},
{
"Name": "Skiff",
"Asset Type": "Support Vehicle",
"Input": [
"Name"
],
"Abilities": [
{
"Text": "Your unarmed flatbed hover-vehicle carries several people, gear, and cargo over land or water. When you [Undertake an Expedition](#Undertake-an-Expedition) or [Set a Course](#Set-a-Course), you may rely on the skiff's simple reliability and roll +integrity. If you do, take +1 momentum on a hit.",
"Alter Moves": [
{
"Name": "Undertake an Expedition",
"Triggers": [
{
"Details": "When you [Undertake an Expedition](#Undertake-an-Expedition) and rely on the skiff's simple reliability",
"Text": "rely on the skiff's simple reliability",
"Stat Options": {
"Resources": [
"Asset Condition Meter"
]
}
}
]
},
{
"Name": "Set a Course",
"Triggers": [
{
"Details": "When you [Set a Course](#Set-a-Course) and rely on the skiff's simple reliability",
"Text": "rely on the skiff's simple reliability",
"Stat Options": {
"Resources": [
"Asset Condition Meter"
]
}
}
]
}
],
"Enabled": true
},
{
"Text": "Your skiff is armed with a turreted cannon. When you [Strike](#Strike) or [Clash](#Clash) by firing the cannon, roll +integrity and take +1 momentum on a hit. On a strong hit with a match, your shots cause extra destruction or create havoc; mark progress.",
"Alter Moves": [
{
"Name": "Strike",
"Triggers": [
{
"Details": "When you [Strike](#Strike) by firing the skiff's cannon",
"Text": "by firing the skiff's cannon",
"Stat Options": {
"Resources": [
"Asset Condition Meter"
]
}
}
]
},
{
"Name": "Clash",
"Triggers": [
{
"Details": "When you [Clash](#Clash) by firing the skiff's cannon",
"Text": "by firing the skiff's cannon",
"Stat Options": {
"Resources": [
"Asset Condition Meter"
]
}
}
]
}
]
},
{
"Text": "Your skiff is fully stocked. When you [Check Your Gear](#Check-Your-Gear), add +1 and take +1 momentum on a hit."
}
],
"Condition Meter": {
"Name": "Integrity",
"Max": 4,
"Conditions": [
"Battered"
]
}
},
{
"Name": "Snub Fighter",
"Asset Type": "Support Vehicle",
"Input": [
"Name"
],
"Abilities": [
{
"Text": "Your armed snub fighter carries a single pilot for space or atmospheric flight and combat. When you [Enter the Fray](#Enter-the-Fray), you may roll +integrity; if you do, take +2 momentum on a hit.",
"Alter Moves": [
{
"Name": "Enter the Fray",
"Triggers": [
{
"Details": "When you [Enter the Fray](#Enter-the-Fray) in your snub fighter",
"Text": "in your snub fighter",
"Stat Options": {
"Resources": [
"Asset Condition Meter"
]
}
}
]
}
],
"Enabled": true
},
{
"Text": "When you [Strike](#Strike) or [Clash](#Clash), add +1. On a strong hit with a match, mark progress."
},
{
"Text": "When you personally defeat a notable foe in your snub fighter, envision the victory mark you make on the fuselage. Tally your victories in this box. For every five, mark 2 ticks on your quests legacy track.",
"Counter": {
"Name": "Victory Marks"
}
}
],
"Condition Meter": {
"Name": "Integrity",
"Max": 4,
"Conditions": [
"Battered"
]
}
},
{
"Name": "Ace",
"Asset Type": "Path",
"Abilities": [
{
"Text": "When you [Face Danger](#Face-Danger) or [React Under Fire](#React-Under-Fire) by guiding your vehicle through a hazard or out of harm’s way, add +1 and take +1 momentum on a hit.",
"Enabled": true
},
{
"Text": "When you [Gain Ground](#Gain-Ground) by maneuvering your vehicle against a foe, add +1. If you score a strong hit with a 4, 5, or 6 on the action die, you may put yourself in firing position. If you do, set aside the action die or note its value. If you or an ally [Strike](#Strike) using the vehicle’s weapons, preset your action die with that value. This persists until you fail to score a strong hit on that move, or until you make another move which changes your vehicle’s position."
},
{
"Text": "When you must [Endure Stress](#Endure-Stress) while piloting a vehicle, you may roll +integrity. If you do, take +1 momentum on a strong hit.",
"Alter Moves": [
{
"Name": "Endure Stress",
"Triggers": [
{
"Details": "When you must [Endure Stress](#Endure-Stress) while piloting a vehicle",
"Text": "while piloting a vehicle",
"Stat Options": {
"Selection": "choose",
"Resources": [
"Command Vehicle Integrity",
"Support Vehicle Integrity",
"Incidental Vehicle Integrity"
]
}
}
]
}
]
}
]
},
{
"Name": "Agent",
"Asset Type": "Path",
"Abilities": [
{
"Text": "When you make a move to break into a secure site, infiltrate a protected area, or hack or manipulate a secure system, add +1 and take +1 momentum on a hit. On a strong hit with a match, access is easier than expected; take another +1 momentum.",
"Enabled": true
},
{
"Text": "When you [Face Danger](#Face-Danger) or [Secure an Advantage](#Secure-an-Advantage) to establish a false identity, add +1. On a hit, you may add +1 when using that identity to deceive or influence others. If you score a miss with a match when using that identity, your deception is completely and dramatically undone."
},
{
"Text": "When you [Check Your Gear](#Check-Your-Gear) for a device with a specific function to aid in infiltration, espionage, or sabotage, add +1. On a hit, you may reroll any dice the first time you make a move aided by the device."
}
]
},
{
"Name": "Archer",
"Asset Type": "Path",
"Abilities": [
{
"Text": "You carry 6 ammo. When you [Strike](#Strike) or [Clash](#Clash), you may add +1 or +2 and suffer that amount as -ammo. To replenish your ammo by crafting projectiles, roll +wits. On a strong hit, take up to +6 ammo. On a weak hit, take up to +4 ammo and [Sacrifice Resources](#Sacrifice-Resources) (-1). On a miss, [Sacrifice Resources](#Sacrifice-Resources) (-1).",
"Move": {
"Name": "Craft Projectiles",
"Category": "Asset Moves",
"Triggers": [
{
"Text": "When you replenish your ammo by crafting projectiles",
"Stat Options": {
"Stats": [
"Wits"
]
}
}
],
"Asset": "Archer",
"Text": "You carry 6 ammo. When you [Strike](#Strike) or [Clash](#Clash), you may add +1 or +2 and suffer that amount as -ammo. To replenish your ammo by crafting projectiles, roll +wits. On a strong hit, take up to +6 ammo. On a weak hit, take up to +4 ammo and [Sacrifice Resources](#Sacrifice-Resources) (-1). On a miss, [Sacrifice Resources](#Sacrifice-Resources) (-1)."
},
"Enabled": true
},
{
"Text": "You may [Enter the Fray](#Enter-the-Fray) by unleashing a volley of bow shots. If you do, roll +ammo and suffer -1 ammo. On a hit, mark progress.",
"Alter Moves": [
{
"Name": "Enter the Fray",
"Triggers": [
{
"Details": "When you [Enter the Fray](#Enter-the-Fray) by unleashing a volley of bow shots",
"Text": "by unleashing a volley of bow shots",
"Stat Options": {
"Resources": [
"Asset Condition Meter"
]
}
}
]
}
]
},
{
"Text": "When you load a specialized projectile such as a zip line, explosive, or electromagnetic disrupter, suffer -1 ammo. If you then take your shot by making a move, you may preset your action die to 5. On a hit, envision the effects and take +1 momentum."
}
],
"Condition Meter": {
"Name": "Ammo",
"Max": 6
}
},
{
"Name": "Armored",
"Asset Type": "Path",
"Description": "If you wear your finely crafted set of personal armor...",
"Abilities": [
{
"Text": "When you [Face Danger](#Face-Danger), [React Under Fire](#React-Under-Fire), or [Clash](#Clash) against physical attacks or impact, you may put trust in your armor’s strength. If you do, preset your action die to 4. On a strong hit with a match, take +2 momentum as you build confidence, make an impression on your foes, or improve your position.",
"Enabled": true
},
{
"Text": "You add an important new piece to your set of armor, or upgrade its materials. As above, but preset your action die to 5 instead of 4."
},
{
"Text": "When you must [Endure Harm](#Endure-Harm), you may instead let your armor take the hit. If you do, roll your action die. On a 4 or greater, ignore the harm. On a 1-3, ignore the harm but your armor is now broken; you must [Repair](#Repair) and spend 5 repair points to bring it back to working condition."
}
]
},
{
"Name": "Artist",
"Asset Type": "Path",
"Abilities": [
{
"Text": "When you make a move to craft an artistic work, present an artistic gift or performance, or leave your artistic mark on an item or location, you may reroll your action die if its value is less than your spirit. On a strong hit, take +1 momentum or +1 spirit.",
"Enabled": true
},
{
"Text": "When you [Gather Information](#Gather-Information) or [Secure an Advantage](#Secure-an-Advantage) by studying the aesthetics of a being or culture, add +2."
},
{
"Text": "When you create or perform a signifigant artistic work as a public memorial or tribute, roll +the stat which best represents the work’s nature. On a strong hit, the work will stand the test of time; mark 2 ticks on your bonds legacy track. On a weak hit, its impact is short-lived; mark 1 tick instead of two. On a miss, the work is ignored, misunderstood, or co-opted, and you must [Pay the Price](#Pay-the-Price).",
"Move": {
"Name": "Commemorate",
"Category": "Asset Moves",
"Asset": "Artist",
"Triggers": [
{
"Text": "When you create or perform a signifigant artistic work as a public memorial or tribute",
"Stat Options": {
"Stats": [
"Edge",
"Heart",
"Iron",
"Shadow",
"Wits"
]
}
}
],
"Text": "When you create or perform a signifigant artistic work as a public memorial or tribute, roll +the stat which best represents the work’s nature. On a strong hit, the work will stand the test of time; mark 2 ticks on your bonds legacy track. On a weak hit, its impact is short-lived; mark 1 tick instead of two. On a miss, the work is ignored, misunderstood, or co-opted, and you must [Pay the Price](#Pay-the-Price)."
}
}
]
},
{
"Name": "Augmented",
"Asset Type": "Path",
"Input": [
"One",
"Two"
],
"Abilities": [
{
"Text": "You are equipped with an advanced prosthetic, implant, or mechanical enhancement. When you make a move directly aided by the augment, envision how it gives you exceptional capabilities and add +1. On a strong hit with a match, your augment exceeds expectations; take +2 momentum. On a miss with a match, the augment is broken; you must [Repair](#Repair) and spend 3 repair points to bring it back to working condition.",
"Enabled": true
},
{
"Text": "You are equipped with a second augment. It functions as above, but the benefits of the two augments do not stack."
},
{
"Text": "When you must [Endure Harm](#Endure-Harm) or [Face Death](#Face-Death), you may instead mark an augment as broken. [Repair](#Repair) it as detailed above."
}
]
},
{
"Name": "Bannersworn",
"Asset Type": "Path",
"Input": [
"Ideology"
],
"Abilities": [
{
"Text": "You are bound to a clan, faction, or creed. When you [Swear an Iron Vow](#Swear-an-Iron-Vow) in service to this ideology, reroll any dice. On a hit, mark 1 tick on your bonds legacy track.",
"Enabled": true
},
{
"Text": "When you or an ally [Sojourn](#Sojourn) and score a strong hit with a match, you may envision meeting someone of the same ideology. If you [Make a Connection](#Make-a-Connection) with them and score a hit, mark 1 tick on your bonds legacy track. When you [Forge a Bond](#Forge-a-Bond) with anyone of your ideology, make the legacy reward one rank higher (1 extra box if already epic)."
},
{
"Text": "When you make a progress move in direct service to your ideology, you may reroll one challenge die. If you then score a strong hit with a match, mark 1 tick on your bonds legacy track."
}
]
},
{
"Name": "Blademaster",
"Asset Type": "Path",
"Description": "If you wield a bladed weapon...",
"Abilities": [