{
  "name": "Ironsworn Path Assets",
  "game": "ironsworn",
  "licence": "CC BY 4.0",
  "attribution": "Ironsworn by Shawn Tomkin. https://ironswornrpg.com",
  "assets": {
    "alchemist": {
      "name": "Alchemist",
      "category": "Path",
      "abilities": [
        { "text": "When you create an elixir, choose an effect: Deftness (edge), audacity (heart), vigor (iron), slyness (shadow), or clarity (wits). Then, suffer -1 supply and roll +wits. On a strong hit, you create a single dose. The character who consumes the elixir must Face Danger +iron and score a hit, after which they add +1 when making moves with the related stat until their health, spirit, or momentum fall below +1. On a weak hit, as above, but suffer an additional -1 supply to create it.", "enabled": true },
        { "text": "As above, and you may choose two effects for a single dose, or create two doses of the same effect.", "enabled": false },
        { "text": "When you prepare an elixir, add +1 and take +1 momentum on a hit.", "enabled": false }
      ]
    },
    "animal_kin": {
      "name": "Animal Kin",
      "category": "Path",
      "abilities": [
        { "text": "When you make a move to pacify, calm, control, aid, or fend off an animal (or an animal or beast companion), add +1 and take +1 momentum on a hit.", "enabled": true },
        { "text": "You may add or upgrade an animal or beast companion asset for 1 fewer experience. Once you mark all their abilities, you may Forge a Bond with them and take an automatic strong hit. When you do, mark a bond twice and take 1 experience.", "enabled": false },
        { "text": "Once per fight, when you leverage your animal or beast companion to make a move, reroll any dice. On a hit, take +1 momentum.", "enabled": false }
      ]
    },
    "banner_sworn": {
      "name": "Banner-Sworn",
      "category": "Path",
      "requirement": "Once you mark a bond with a leader or faction...",
      "abilities": [
        { "text": "When you Swear an Iron Vow to serve your leader or faction on a mission, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", "enabled": true },
        { "text": "When you Sojourn or Make Camp in the company of your banner-kin, add +1 and take +1 momentum on a hit.", "enabled": false },
        { "text": "When you Enter the Fray bearing your banner, add +1 and take +1 momentum on a hit. When you burn momentum while carrying your banner in combat, take +1 momentum after you reset.", "enabled": false }
      ]
    },
    "battle_scarred": {
      "name": "Battle-Scarred",
      "category": "Path",
      "requirement": "Once you become maimed...",
      "abilities": [
        { "text": "You focus your energies: Reduce your edge or iron by 1 and add +2 to wits or heart, or +1 to each (to a maximum of +4).", "enabled": true },
        { "text": "You overcome your limitations: Reduce your maximum health by 1. Maimed no longer counts as a debility, and does not reduce your maximum momentum or reset value. When you Endure Stress +heart, take +1 momentum on a strong hit.", "enabled": false },
        { "text": "You have stared down death before: When you are at 0 health and Endure Harm, you may roll +wits or +heart (instead of +health or +iron). If you do, take +1 momentum on a hit.", "enabled": false }
      ]
    },
    "blade_bound": {
      "name": "Blade-Bound",
      "category": "Path",
      "requirement": "Once you mark a bond with a kin-blade, a sentient weapon imbued with the spirit of your ancestor...",
      "abilities": [
        { "text": "When you Enter the Fray or Draw the Circle while wielding your kin-blade, add +1 and take +1 momentum on a hit.", "enabled": true },
        { "text": "When you Gather Information by listening to the whispers of your kin-blade, add +1 and take +2 momentum on a hit. Then, Endure Stress (2 stress).", "enabled": false },
        { "text": "When you Strike with your kin-blade to inflict savage harm (decide before rolling), add +1 and inflict +2 harm on a hit. Then, Endure Stress (2 stress).", "enabled": false }
      ]
    },
    "bonded": {
      "name": "Bonded",
      "category": "Path",
      "abilities": [
        { "text": "When you make a move which gives you an add for sharing a bond, add +1 more.", "enabled": true },
        { "text": "When you completely fill a box on your bonds progress track, envision what your relationships have taught you. Then, take 1 experience and +2 momentum.", "enabled": false },
        { "text": "When you make a move in a crucial moment and score a miss, you may cling to thoughts of your bond-kin for courage or encouragement. If you do, reroll any dice. On another miss, in addition to the outcome of the move, you must mark shaken or corrupted. If both debilities are already marked, Face Desolation.", "enabled": false }
      ]
    },
    "commander": {
      "name": "Commander",
      "category": "Path",
      "abilities": [
        { "text": "You lead a warband with +4 strength. Roll +strength when you command your warband to Face Danger, Secure an Advantage, Compel, or Battle. When you face the negative outcome of any move, you may suffer -1 strength as the cost. When you Make Camp or Sojourn and score a hit, take +1 strength. While at 0 strength, this asset counts as a debility.", "enabled": true },
        { "text": "You may dispatch scouts from your warband to Gather Information or Resupply; if you do, roll +strength.", "enabled": false },
        { "text": "Once you Forge a Bond with your warband, take +1 momentum on a hit when you leverage a warband ability.", "enabled": false }
      ]
    },
    "dancer": {
      "name": "Dancer",
      "category": "Path",
      "abilities": [
        { "text": "When you Secure an Advantage +edge by dancing for an audience, add +1 and take +2 momentum on a hit. On a strong hit, also add +2 (one time only) if you make a move to interact with someone in the audience.", "enabled": true },
        { "text": "When you Face Danger +edge in a fight by nimbly avoiding your foe's attacks, add +1 and take +1 momentum on a hit.", "enabled": false },
        { "text": "When you or an ally make a progress move and score a hit, you may perform a dance to commemorate the event. If you do, roll +edge. On a strong hit, you and each of your allies take +2 momentum and +1 spirit. On a weak hit, you take +1 momentum or +1 spirit, but your allies are unmoved.", "enabled": false }
      ]
    },
    "devotant": {
      "name": "Devotant",
      "category": "Path",
      "abilities": [
        { "text": "When you say your daily prayers, you may Secure an Advantage by asking your god to grant a blessing. If you do, roll +your god's stat. On a hit, take +2 momentum.", "enabled": true },
        { "text": "When you Swear an Iron Vow to serve your god on a divine quest, you may roll +your god's stat and reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", "enabled": false },
        { "text": "When you Sojourn by sharing the word of your god, you may roll +your god's stat. If you do, take +1 momentum on a hit.", "enabled": false }
      ]
    },
    "empowered": {
      "name": "Empowered",
      "category": "Path",
      "abilities": [
        { "text": "When you Sojourn and score a weak hit or miss, you may claim the rights of hospitality warranted by your title or lineage. If you do, roll all dice again and add +1. On a miss, you are refused, and your presumption causes significant new trouble.", "enabled": true },
        { "text": "When you exert your title or lineage to Compel, add +1 and take +1 momentum on a hit.", "enabled": false },
        { "text": "When you forgo your title or lineage and Forge a Bond as an equal, or when you Swear an Iron Vow to serve someone of a lower station, add +1 and take +1 momentum or +1 spirit on a hit.", "enabled": false }
      ]
    },
    "fated": {
      "name": "Fated",
      "category": "Path",
      "abilities": [
        { "text": "When you Face Death or Face Desolation while your epic background vow is unfulfilled, it is not yet your time. Instead of rolling, you may take an automatic strong hit. If you do, this asset counts as a debility (and you no longer have this protection) until you next Reach a Milestone on the background vow.", "enabled": true },
        { "text": "When you Reach a Milestone on your background vow, take +2 momentum or +1 spirit.", "enabled": false },
        { "text": "For every two boxes filled on your background vow progress track, take 1 experience. When you Fulfill Your Vow, your fate is at hand. Envision your final sacrifice and reroll any dice.", "enabled": false }
      ]
    },
    "fortune_hunter": {
      "name": "Fortune Hunter",
      "category": "Path",
      "abilities": [
        { "text": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", "enabled": true },
        { "text": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", "enabled": false },
        { "text": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", "enabled": false }
      ]
    },
    "herbalist": {
      "name": "Herbalist",
      "category": "Path",
      "abilities": [
        { "text": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, choose one (decide before rolling). Add +2. On a hit, take or give an additional +1 health.", "enabled": true },
        { "text": "When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.", "enabled": false },
        { "text": "When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.", "enabled": false }
      ]
    },
    "honorbound": {
      "name": "Honorbound",
      "category": "Path",
      "abilities": [
        { "text": "When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.", "enabled": true },
        { "text": "When you Secure an Advantage or Compel by telling a hard truth, add +1 and take +1 momentum on a hit. On a weak hit or miss, envision how this truth complicates your current situation.", "enabled": false },
        { "text": "When you Fulfill Your Vow and score a miss, you may reroll one challenge die. If you score a miss again, reduce your maximum spirit by 1. You may recover this lost spirit when you next Fulfill Your Vow and score a strong hit.", "enabled": false }
      ]
    },
    "improviser": {
      "name": "Improviser",
      "category": "Path",
      "abilities": [
        { "text": "When you Check Your Gear, you may roll +wits (instead of +supply). If you do, envision how you make do with a clever solution, and take +1 momentum on a hit.", "enabled": true },
        { "text": "When you Secure an Advantage or Face Danger by cobbling together an ad hoc tool or apparatus, add +1 and take +1 momentum on a hit. After rolling, you may also suffer -1 supply and add +1 more.", "enabled": false },
        { "text": "When you throw caution to the wind and make an impulsive move in a risky situation, you may add +2. If you do, take +1 momentum on a strong hit, but count a weak hit as a miss.", "enabled": false }
      ]
    },
    "infiltrator": {
      "name": "Infiltrator",
      "category": "Path",
      "abilities": [
        { "text": "When you make a move to breach, traverse, or hide within an area held by an enemy, add +1 and take +1 momentum on a hit.", "enabled": true },
        { "text": "When you Gather Information within an enemy area to discover their positions, plans, or methods, or when you Secure an Advantage within that area through observation, you may roll +shadow (instead of +wits). If you do, take +1 momentum on a hit.", "enabled": false },
        { "text": "When you Resupply within an enemy area by scavenging or looting, you may roll +shadow (instead of +wits). If you do, take +1 momentum or +1 supply on a hit.", "enabled": false }
      ]
    },
    "lorekeeper": {
      "name": "Lorekeeper",
      "category": "Path",
      "abilities": [
        { "text": "You are the bearer of a mystical archive. When you Secure an Advantage or Gather Information using lore recalled from your studies, add +1. If you have a few hours to search the archive, add +2. On a hit, envision the obscure but helpful knowledge you put to use (Ask the Oracle if unsure), and take +1 momentum.", "enabled": true },
        { "text": "When you learn of a site or object holding lost knowledge, and Swear an Iron Vow to recover it for the archive, reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", "enabled": false },
        { "text": "One time only, you may browse the archive's forbidden depths. If you do, raise your wits by 1 and roll an action die. On 1-3, you must also mark corrupted or Face Desolation (ignoring momentum).", "enabled": false }
      ]
    },
    "loyalist": {
      "name": "Loyalist",
      "category": "Path",
      "abilities": [
        { "text": "When you Aid Your Ally, add +1 and take +1 momentum on a hit. This is in addition to the benefits taken by your ally.", "enabled": true },
        { "text": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", "enabled": false },
        { "text": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "enabled": false }
      ]
    },
    "masked": {
      "name": "Masked",
      "category": "Path",
      "requirement": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...",
      "abilities": [
        { "text": "Choose your mask's material. Thunderwood: Edge / Health. Bloodwood: Iron / Health. Ghostwood: Shadow / Spirit. Whisperwood: Wits / Spirit. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", "enabled": true },
        { "text": "As above, and you may instead add +2 and suffer -2 (decide before rolling).", "enabled": false },
        { "text": "When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).", "enabled": false }
      ]
    },
    "oathbreaker": {
      "name": "Oathbreaker",
      "category": "Path",
      "requirement": "Once you Forsake Your Vow...",
      "abilities": [
        { "text": "This asset counts as a debility. One time only, when you Swear an Iron Vow to redeem yourself (extreme or greater), give that vow a special mark. When you Reach a Milestone on the marked vow, take +2 momentum.", "enabled": true },
        { "text": "When you Secure an Advantage or Compel by reaffirming your commitment to your marked vow, add +1 and take +1 momentum on a hit.", "enabled": false },
        { "text": "When you Fulfill Your Vow on your marked quest and score a hit, you find redemption and automatically activate this ability at no cost. You may then improve one of your stats by +1 and discard this asset.", "enabled": false }
      ]
    },
    "outcast": {
      "name": "Outcast",
      "category": "Path",
      "abilities": [
        { "text": "When your supply is reduced to 0, suffer any remaining -supply as -momentum. Then, roll +wits. On a strong hit, you manage to scrape by and take +1 supply. On a weak hit, you may suffer -2 momentum in exchange for +1 supply. On a miss, you are Out of Supply.", "enabled": true },
        { "text": "When you Sojourn, you may reroll any dice. If you do (decide before your first roll), your needs are few, but your isolation sets you apart from others. A strong hit counts as a weak hit.", "enabled": false },
        { "text": "When you Reach Your Destination and score a strong hit, you recall or recognize something helpful about this place. Envision what it is, and take +2 momentum.", "enabled": false }
      ]
    },
    "pretender": {
      "name": "Pretender",
      "category": "Path",
      "abilities": [
        { "text": "When you establish a false identity, roll +shadow. On a strong hit, you may add +2 when you make moves using this identity to deceive or influence others. If you roll a 1 on your action die when using your false identity, someone doubts you. Make appropriate moves to reassure them or prevent them from revealing the truth. On a weak hit, as above, but add +1 (instead of +2).", "enabled": true },
        { "text": "As above, and you may roll +shadow (instead of +heart) when you Sojourn under your false identity. If you do, take +1 momentum on a hit.", "enabled": false },
        { "text": "When you Secure an Advantage by revealing your true identity in a dramatic moment, reroll any dice.", "enabled": false }
      ]
    },
    "revenant": {
      "name": "Revenant",
      "category": "Path",
      "requirement": "Once you Face Death and return to the world of the living...",
      "abilities": [
        { "text": "When you are at 0 health, and Endure Harm or Face Death, add +1. If you then burn momentum to improve your result, envision what bond or vow binds you to this world, and take +2 momentum after you reset.", "enabled": true },
        { "text": "When you make a move to investigate, oppose, or interact with a horror, spirit, or other undead being, add +1.", "enabled": false },
        { "text": "When you bring death to your foe to End the Fight, you may burn momentum to cancel one (not both) of the challenge dice if your momentum is greater than the value of that die. If you do, Endure Stress (2 stress).", "enabled": false }
      ]
    },
    "rider": {
      "name": "Rider",
      "category": "Path",
      "requirement": "If you are with your horse companion...",
      "abilities": [
        { "text": "When you Heal your horse, or when you Face Danger to calm or encourage it, add +1 and take +1 momentum on a hit.", "enabled": true },
        { "text": "When you Undertake a Journey, you may push your horse harder and add +1 (after rolling). If you do, make the Companion Endure Harm move (1 harm).", "enabled": false },
        { "text": "When you Secure an Advantage +wits by sizing up a perilous situation from the saddle, you are one with your horse's instincts. Add +1 and take +1 momentum on a hit.", "enabled": false }
      ]
    },
    "ritualist": {
      "name": "Ritualist",
      "category": "Path",
      "requirement": "Once you Fulfill Your Vow (formidable or greater) in service to an elder mystic, and Forge a Bond to train with them...",
      "abilities": [
        { "text": "When you Secure an Advantage to ready yourself for a ritual, envision how you prepare. Then, add +1 and take +1 momentum on a hit.", "enabled": true },
        { "text": "When you perform a ritual, you may suffer -1 supply and add +1 (decide before rolling).", "enabled": false },
        { "text": "When you tattoo the essence of a new ritual onto your skin, envision the mark you create. You may then purchase and upgrade that ritual asset for 1 fewer experience.", "enabled": false }
      ]
    },
    "shadow_kin": {
      "name": "Shadow-Kin",
      "category": "Path",
      "requirement": "Once you become corrupted...",
      "abilities": [
        { "text": "You harden your heart: Reduce your heart stat by 1 and add up to +2 to shadow (to a maximum of +4).", "enabled": true },
        { "text": "You are attuned to the realms of shadow: When you perform a ritual, add +1.", "enabled": false },
        { "text": "You know the sly ways of death: When you Face Death, you may roll +shadow (instead of +heart). On a weak hit, if you choose to undertake a deathbound quest, you may roll +shadow (instead of +heart) and reroll any dice as you Swear an Iron Vow. When you Fulfill Your Vow on that quest and mark experience, take +2 experience.", "enabled": false }
      ]
    },
    "sighted": {
      "name": "Sighted",
      "category": "Path",
      "abilities": [
        { "text": "When you Face Danger or Gather Information to identify or detect mystic forces, add +1 and take +1 momentum on a hit.", "enabled": true },
        { "text": "When you Compel, Forge a Bond, or Test Your Bond with a fellow mystic or mystical being, add +1 and take +1 momentum on a hit.", "enabled": false },
        { "text": "When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.", "enabled": false }
      ]
    },
    "slayer": {
      "name": "Slayer",
      "category": "Path",
      "abilities": [
        { "text": "When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.", "enabled": true },
        { "text": "When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", "enabled": false },
        { "text": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one. Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only). Prove your worth: When you Sojourn, reroll any dice (one time only).", "enabled": false }
      ]
    },
    "spirit_bound": {
      "name": "Spirit-Bound",
      "category": "Path",
      "abilities": [
        { "text": "You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).", "enabled": true },
        { "text": "When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.", "enabled": false },
        { "text": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one. Let them go: Take 2 experience for each marked ability and discard this asset. Deepen your connection: Add +1 more when you leverage this asset.", "enabled": false }
      ]
    },
    "storyweaver": {
      "name": "Storyweaver",
      "category": "Path",
      "abilities": [
        { "text": "When you Secure an Advantage, Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.", "enabled": true },
        { "text": "When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.", "enabled": false },
        { "text": "When you Sojourn within a community with which you share a bond, add +2 (instead of +1).", "enabled": false }
      ]
    },
    "trickster": {
      "name": "Trickster",
      "category": "Path",
      "abilities": [
        { "text": "When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.", "enabled": true },
        { "text": "When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.", "enabled": false },
        { "text": "When you Forge a Bond for a relationship founded on a lie, choose one. Keep your secret: Roll +shadow (instead of +heart). Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.", "enabled": false }
      ]
    },
    "veteran": {
      "name": "Veteran",
      "category": "Path",
      "abilities": [
        { "text": "When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initiative when burning momentum to improve a miss to a weak hit.", "enabled": true },
        { "text": "When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.", "enabled": false },
        { "text": "When you Resupply by looting the dead on a field of battle, add +1 and take +1 momentum on a hit.", "enabled": false }
      ]
    },
    "waterborn": {
      "name": "Waterborn",
      "category": "Path",
      "abilities": [
        { "text": "When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.", "enabled": true },
        { "text": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one. The wind is at your back: Mark progress twice. Find safe anchor: Make Camp now and reroll any dice. Reap the bounty: Resupply now and reroll any dice.", "enabled": false },
        { "text": "When you Enter the Fray aboard a boat or ship, reroll any dice.", "enabled": false }
      ]
    },
    "wayfinder": {
      "name": "Wayfinder",
      "category": "Path",
      "abilities": [
        { "text": "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.", "enabled": true },
        { "text": "When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.", "enabled": false },
        { "text": "When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", "enabled": false }
      ]
    },
    "weaponmaster": {
      "name": "Weaponmaster",
      "category": "Path",
      "requirement": "Once you Fulfill Your Vow (formidable or greater) in service to a seasoned warrior, and Forge a Bond to train with them...",
      "abilities": [
        { "text": "When you Secure an Advantage by sizing up your foe in a fight, or in a charged situation which may lead to a fight, add +1 and take +1 momentum on a hit.", "enabled": true },
        { "text": "When you study or train in a new weapon or technique, you may obtain and upgrade that combat talent for 1 fewer experience.", "enabled": false },
        { "text": "When you Turn the Tide with a sudden change of weapon or technique, and your next move is a Strike, add +1 and inflict +2 harm on a strong hit.", "enabled": false }
      ]
    },
    "wildblood": {
      "name": "Wildblood",
      "category": "Path",
      "abilities": [
        { "text": "When you Face Danger, Secure an Advantage, or Gather Information using your knowledge of tracking, woodcraft, or woodland creatures, add +1.", "enabled": true },
        { "text": "When you Face Danger or Secure an Advantage by hiding or sneaking in the woodlands, add +1 and take +1 momentum on a hit.", "enabled": false },
        { "text": "When you Make Camp in the woodlands, you may roll +wits (instead of +supply). If you do, you and your allies each choose 1 more option on a hit.", "enabled": false }
      ]
    },
    "wright": {
      "name": "Wright",
      "category": "Path",
      "abilities": [
        { "text": "When you Secure an Advantage by crafting a useful item using your specialty, or when you Face Danger to create or repair an item in a perilous situation, add +1 and take +1 momentum on a hit.", "enabled": true },
        { "text": "As above, and you may suffer -1 supply (after rolling) to add an additional +1.", "enabled": false },
        { "text": "When you give the item you create as a gift to commemorate an important event or relationship, you may (one time only) reroll any dice when you Compel, Forge a Bond, or Test Your Bond.", "enabled": false }
      ]
    }
  }
}
