export const nullStorylineKey = "FREEFORM"; export const storylineKeys = [ nullStorylineKey, "BOOTSTRAPPER", "VENGEANCE", "DOWNWARD SPIRAL", "DOMINION", "CLEANUP CREW" ]; export function getBossMutation() { return bossData; } const bossData = { details: [ { question: "What fuels your quest for villainy?", answer: "", }, { question: "How do you dress your henches?", answer: "", }, { question: "How is your lair designed? ", answer: "", }, { question: "Where do you draw the line to what you will do? ", answer: "", }, ], moves: [ { marked: true, name: "Force of Will", description: `Whenever you act, do not draw. Simply declare what you do, and what happens after.`, hasWriteIn: false, writeIn: null, }, { marked: false, name: "Extra Armorment", description: `Write in an additional gear type on each of your henches' sheets. They can take it on any future mission.`, hasWriteIn: false, writeIn: null, }, { marked: false, name: "Rotating Armorment I", description: `Erase the write-in gear from any number of your henches' sheets, and write in a new equipment.`, hasWriteIn: false, writeIn: null, }, { marked: false, name: "Specialized Training", description: `Write a new inclination below. It applies for all of your henches.`, hasWriteIn: true, writeIn: "", }, { marked: false, name: "General Training", description: `When you take this ability, fill the experience track of each of your henches immediately.`, hasWriteIn: false, writeIn: null, }, { marked: false, name: "Retro-Action", description: `Your henches may mark 1 stress to draw from the bottom of the deck, rather than the top.`, hasWriteIn: false, writeIn: null, }, { marked: false, name: "Russian Roulette", description: `Add one extra joker to the deck. Add two face cards of your choice to the deck.`, hasWriteIn: false, writeIn: null, }, { marked: false, name: "Exceptional Planning", description: `At the start of each mission, remove one card from the deck. Any time one of your henches draws, you may replace the card they play with the removed card.`, hasWriteIn: false, writeIn: null, }, { marked: false, name: "Limelight Lovers", description: `If your heat is in Tier III, your henches can take 1 stress to take +1 card to any draw (possibly drawing 4).`, hasWriteIn: false, writeIn: null, }, { marked: false, name: "Plot Armor", description: `Once per mission, one of your henches can ignore any single instance of harm they would take.`, hasWriteIn: false, writeIn: null, }, { marked: false, name: "Play it Off", description: `Your henches can resist consequences by taking 1 harm "Laughing Stock", instead of marking stress. They can do this even if all of their stress is marked.`, hasWriteIn: false, writeIn: null, }, { marked: false, name: "Guild Bigwig", description: `During fallout, you may draw a second time and use that card instead. Explain who intervenes on your behalf, and how.`, hasWriteIn: false, writeIn: null, }, { marked: false, name: "Exit Plan", description: `When you take this move, pick a hench to pass the mantle on to. You retire to peace, and they take your place. Is there any ceremony to the transfer? Who knows, and who doesn't?`, hasWriteIn: false, writeIn: null, }, ], experienceTriggers: [ { marked: false, description: "Your henches followed even your most superfluous orders.", }, { marked: false, description: "You achieved your evil ambitions.", }, { marked: false, description: "News of your deeds spreads far and wide.", }, ] };