diff --git a/The One Ring/Changelog.md b/The One Ring/Changelog.md
new file mode 100644
index 0000000000..c6f5857af6
--- /dev/null
+++ b/The One Ring/Changelog.md
@@ -0,0 +1,35 @@
+## Versioning
+Versions have three numbers Major.Minor.Release
+
+**Major**: Indicates that some form of compatibility has broken. These versions should have notes indicating what broke and how to handle it. May include major UI changes to sheet layout and design.
+
+**Minor**: Indicates the addition of new features and/or bugfixes.
+
+**Release**: Indicates bugfixes and minor UI changes only.
+
+## 2.0
+
+*Update by the **Fellowship of the Roll20 Character Sheet**. This is intended to be as close as possible to the formatting of the print version of the 'The One Ring' character sheet, while still fully compatible with version 1.0.0 of the sheet, and with data from the 'Anneau Unique' and 'Der Eine Ring' sheets.*
+
+### Visual changes
+* use a styled background
+* display diamond checkboxes for common skills and skill groups
+* format and style experience, valour and wisdom in top right of sheet
+* use a serif font
+* delay display of help text for skills until one second after hover
+
+### New features
+* optimise translations for English, German, French and Spanish (e.g. switch the logo)
+* support migrating from 'Der Eine Ring' and 'Anneau Unique' sheets
+* Add 'Mounts' for horses etc.
+* fixed slots for weapons (for ease of scripting macros)
+* specific skills for Loremaster Characters (reflecting how this is done in the printed books)
+
+## 1.1
+
+### New features
+* Loremaster Character sheets
+
+## 1.0
+
+*Initial Release by Heilemann*
diff --git a/The One Ring/README.md b/The One Ring/README.md
index eccc452f12..17454617a6 100644
--- a/The One Ring/README.md
+++ b/The One Ring/README.md
@@ -1,9 +1,15 @@
# The One Ring Character Sheet for Roll20
-This sheet works largely on its own, however I've also written [a lengthy setup guide for The One Ring in Roll20](https://ringen.squarespace.com/loremasters-journal/2014/10/26/the-one-ring-setup-for-roll-20).
+This sheet works largely on its own, however Heilemann (the original sheet author) has also written [a lengthy setup guide for The One Ring in Roll20](https://ringen.squarespace.com/loremasters-journal/2014/10/26/the-one-ring-setup-for-roll-20).
-
+
The roll buttons assume you have a number of rollable tables (`feat`, `lm-feat`, `normal` and `weary`) setup, as described on [the Roll20 Wiki page for The One Ring](https://wiki.roll20.net/The_One_Ring).
-This is in fact three character sheets in one. A full-on Player Character sheet and two Loremaster sheets meant for characters (that is people who are on the side of the players) and adversaries (that is characters who are not, or creatures). Two two former use the `feat` table for rolls, and the latter uses the `lm-feat` table (and has Hate instead of Hope).
\ No newline at end of file
+### Loremaster and Adversary sheets
+
+This is in fact three character sheets in one. A full-on Player Character sheet and two Loremaster sheets meant for characters (that is people who are on the side of the players) and adversaries (that is characters who are not, or creatures). The two former use the `feat` table for rolls, and the latter uses the `lm-feat` table (and has Hate instead of Hope).
+
+### Internationalisation
+
+This sheet has been optimised for English, French, German and Spanish translations. Players who have previously been using the "L'Anneau Unique" and "Der Eine Ring" character sheets can convert to using this version of "The One Ring" sheet without loss of data.
diff --git a/The One Ring/assets/fonts/dum1.ttf b/The One Ring/assets/fonts/dum1.ttf
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diff --git a/The One Ring/assets/images/logo-de.gif b/The One Ring/assets/images/logo-de.gif
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diff --git a/The One Ring/assets/images/logo-eng.png b/The One Ring/assets/images/logo-eng.png
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diff --git a/The One Ring/assets/images/logo-fr.png b/The One Ring/assets/images/logo-fr.png
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diff --git a/The One Ring/assets/images/rating-diamond.png b/The One Ring/assets/images/rating-diamond.png
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diff --git a/The One Ring/assets/images/ring.png b/The One Ring/assets/images/ring.png
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index 0000000000..803b7eb7b1
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diff --git a/The One Ring/assets/images/wood.jpg b/The One Ring/assets/images/wood.jpg
new file mode 100644
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diff --git a/The One Ring/assets/sheet-centered.jpg b/The One Ring/assets/sheet-centered.jpg
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diff --git a/The One Ring/sheet.css b/The One Ring/sheet.css
index f50db9c1eb..5661c629ff 100644
--- a/The One Ring/sheet.css
+++ b/The One Ring/sheet.css
@@ -1,472 +1,750 @@
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- background: white;
- text-align: center;
-}
-
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- margin-right: 5px;
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-
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+ background-position: center center;
+}
+
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+}
+
+.lang-fr .sheet-logo {
+ background-image: url('https://raw.githubusercontent.com/stuartj/roll20-character-sheets/master/The%20One%20Ring/assets/images/logo-fr.png');
+}
+
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+ background-image: url('https://raw.githubusercontent.com/stuartj/roll20-character-sheets/master/The%20One%20Ring/assets/images/logo-es.png');
+}
+
+label {
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+
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+ font-weight: bold;
+ text-align: center;
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+ margin-top: 36px;
+}
+
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+}
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+
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+}
+
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+}
+
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+
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+}
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+
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+}
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+}
+
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+}
+
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+
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+
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+}
+
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+
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+
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+
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+
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+}
+
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+}
+
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+}
+
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+ text-align: right !important;
+ display: block !important;
+ font-size: 20px !important;
+ font-weight: bold !important;
+ color: black;
+}
+
+.sheet-attribute input {
+ border: 2px solid #000;
+ width: 60px !important;
+ height: 60px !important;
+ border-radius: 100%;
+ text-align: center;
+ font-size: 24px;
+ background: white;
+ padding-bottom: 10px !important;
+}
+
+.sheet-attribute-favoured span.sheet-label {
+ position: relative;
+ top: -16px;
+ right: -4px;
+ text-align: right;
+ width: 70px;
+ display: inline-block;
+}
+
+.sheet-attribute-favoured input {
+ border: 2px solid #000;
+ width: 40px !important;
+ height: 40px !important;
+ border-radius: 100%;
+ float: none !important;
+ margin-top: -30px;
+ margin-left: -10px;
+ background:url('https://raw.githubusercontent.com/stuartj/roll20-character-sheets/master/The%20One%20Ring/assets/images/parchment.jpg') !important;
+ text-align: center;
+ font-size: 18px;
+}
+
+.sheet-group-attrs-skills {
+ width: 100%;
+}
+
+.sheet-group-attrs-skills td {
+ position: relative;
+ padding: 1px;
+}
+.sheet-group-attrs-skills.sheet-horizontal-pad td {
+ padding-left: 10px;
+ padding-right: 10px;
+}
+
+.sheet-group-attrs-skills input[type=checkbox] {
+ position: absolute;
+ top: 5px;
+ height: 20px;
+ width: 85px;
+ opacity: 0;
+ /*outline: 1px solid red;*/
+}
+
+.sheet-group-attrs-skills input[type=number] {
+ float: right;
+}
+
+.sheet-skill-groups,
+.sheet-attr-group-skills td:last-child {
+ padding-left: 35px !important;
+ width: 155px;
+}
+
+
+[name*="attr_gear_name"] {
+ width: 100%;
+}
+
+.sheet-nowrap {
+ white-space: nowrap;
+}
+
+.sheet-weapon-skills tr td:nth-of-type(2) ~ td {
+ text-align: center;
+}
+
+.sheet-weapon-skills tr td:nth-child(2) input {
+ display: inline-block;
+}
+
+.sheet-weapon-skills tr td:nth-child(2) input[type=text] {
+ margin-left: 5px;
+ width: 190px
+}
+
+.sheet-weapon-skills tr td:nth-child(2) input:checked + input {
+ text-decoration: underline
+}
+
+.sheet-lmc-skills tr td:nth-child(2) input {
+ display: inline-block;
+}
+
+.sheet-lmc-skills tr td:nth-child(2) input[type=text] {
+ margin-left: 5px;
+ width: 180px
+}
+
+.sheet-lmc-skills tr td:nth-child(2) input:checked + input {
+ text-decoration: underline
+}
+
+.sheet-combat-values label,
+.sheet-combat-values input {
+ display: block;
+}
+
+.sheet-combat-values input {
+ text-align: center;
+}
+
+.sheet-combat-values td {
+ padding: 0 10px
+}
+
+.sheet-combat {
+ width: 100%;
+}
+
+.sheet-armour-container {
+ position: relative;
+}
+
+.sheet-armour-container button {
+ position: absolute;
+ bottom: 4px;
+ right: 0;
+}
+
+.sheet-gear-list {
+}
+
+.sheet-gear-name {
+ padding-right: 10px;
+}
+
+.sheet-gear-enc {
+ padding: 0 5px;
+}
+
+.sheet-gear-enc input {
+ padding-bottom: 1px;
+}
+
+.sheet-gear-list td:nth-child(2) {
+ padding-right: 20px
+}
+
+.sheet-weapon-skills tbody td {
+ padding: 0 3px;
+}
+
+.sheet-weapon-skills .sheet-number {
+ width: 30px !important;
+}
+
+.sheet-lmc-skills tbody td {
+ padding: 0 5px;
+}
+
+.sheet-lmc-skills .sheet-number {
+ width: 30px !important;
+}
+
+[name*='attr_weapon_called_shot'] {
+ width: 100px !important;
+}
+
+.sheet-center,
+.sheet-center label {
+ text-align: center;
+}
+
+.sheet-section-heading {
+ text-align: center !important;
+ text-transform: uppercase;
+ letter-spacing: 4px;
+ padding: 20px 0;
+}
+
+/******* NPC *******/
+
+.sheet-isAdversary:checked~.sheet-pc,
+.sheet-isAdversary:checked~.sheet-lm-character,
+.sheet-isPC:checked~.sheet-adversary,
+.sheet-isPC:checked~.sheet-lm-character,
+.sheet-isNPC:checked~.sheet-adversary,
+.sheet-isNPC:checked~.sheet-pc {
+ display: none;
+}
+
+td.sheet-width-50 {
+ width: 50%;
+}
+
+.sheet-isNPC {
+ display: inline-block;
+}
+
+.sheet-weapon-skill-row input[checked] + label {
+ text-decoration: underline
+}
+
+.sheet-lmc-skill-row input[checked] + label {
+ text-decoration: underline
+}
+
+.sheet-npc label.sheet-name {
+ width: 218px;
+}
+
+[name=attr_npc_weapon_skill_name] {
+ width: 140px;
+}
+
+[name=attr_npc_weapon_edge] {
+ width: 3.5em;
+}
+
+[name=attr_npc_weapon_called_shot] {
+ width: 90px;
+}
+
+.sheet-npc .sheet-npc-weapon-labels label {
+ display: inline-block !important;
+}
+
+.sheet-npc label.sheet-name {
+ width: 140px;
+ margin-left: 48px;
+}
+
+.sheet-npc label.sheet-rating,
+.sheet-npc label.sheet-damage,
+.sheet-npc label.sheet-edge,
+.sheet-npc label.sheet-injury {
+ width: calc(3.5em + 4px);
+}
+
+.sheet-npc label.sheet-called-shot {
+ width: 100px;
+}
+
+.sheet-npc .sheet-weapon-skills tr td:last-child {
+ text-align: left;
+}
+.sheet-npc [name*="attr_weapon_skill_name"] {
+ width: 200px !important;
+}
+
+/*.sheet-npc [name*='attr_weapon_called_shot'] {
+ width: 100px !important;
+}*/
+
+
+/*
+ Dots
+ */
+
+
+td.sheet-attr-skill-wrapper,
+td.sheet-attr-skill-group {
+ position: relative;
+}
+
+.sheet-dots {
+ display: inline-block;
+ float: right;
+ top: 2px;
+ right: 0;
+}
+.sheet-attr-skill-group .sheet-dots {
+ position: absolute;
+}
+/* move skill 'dots' to left closer to skill name for English */
+.lang-en .sheet-dots {
+ margin-right: 20px;
+}
+.lang-en .sheet-attr-skill-group .sheet-dots {
+ margin-right: 0px;
+}
+
+.sheet-dots input[type='radio'] {
+ opacity:0;
+ position:absolute;
+ z-index: 1;
+ cursor:pointer;
+ /* Palatino font */
+ top: 8px;
+}
+.sheet-attr-skill-group .sheet-dots input[type='radio'] {
+ /* Palatino font */
+ top: 5px;
+}
+
+.sheet-dots input[type="radio"] + span {
+ height: 10px;
+ width: 10px;
+ display: inline-block;
+ padding: 0 0 0 0px;
+ /* Palatino font
+ vertical-align: middle; */
+ vertical-align: bottom;
+ position: relative;
+}
+
+.sheet-dots input[type="radio"]:not([value="0"]) + span {
+ background: url("https://raw.githubusercontent.com/stuartj/roll20-character-sheets/master/The%20One%20Ring/assets/images/square-filled.png") no-repeat;
+ background-size:100%;
+}
+
+.sheet-dots input[type='radio']:checked ~ input[type='radio'] + span {
+ background: url("https://raw.githubusercontent.com/stuartj/roll20-character-sheets/master/The%20One%20Ring/assets/images/square-empty.png") no-repeat;
+ background-size:100%;
+}
+
+.sheet-dots input[type="radio"][value="0"] + span:before {
+ content: "x";
+ font-size: 11px;
+ position: relative;
+ top: -5px;
+ left: 1px;
+ opacity: 0;
+}
+
+.sheet-dots:hover input[type="radio"][value="0"] + span:before {
+ opacity: 1;
+}
+
+.sheet-attr-skill-group .sheet-dots input[type="radio"][value="0"] + span {
+ left: 5px;
+}
+
+.sheet-attr-skill-group span.sheet-label {
+ top: 1px;
+ position: absolute;
+}
+
+.sheet-attr-skill-group .sheet-dots input[type='radio'] + span {
+ height: 12px;
+ width: 12px;
+ top: -2px;
+}
+
+.sheet-attr-skill-group .sheet-dots input[type="radio"]:not([value="0"]) + span {
+ background: url("https://raw.githubusercontent.com/stuartj/roll20-character-sheets/master/The%20One%20Ring/assets/images/diamond-filled.png") no-repeat;
+ background-size:100%;
+}
+
+.sheet-attr-skill-group .sheet-dots input[type='radio']:checked ~ input[type='radio'] + span {
+ background: url("https://raw.githubusercontent.com/stuartj/roll20-character-sheets/master/The%20One%20Ring/assets/images/diamond-empty.png") no-repeat;
+ background-size:100%;
+}
+
+
+.sheet-hover-info {
+ position: absolute;
+ background: white;
+ z-index: 10;
+ padding: 20px;
+ width: 300px;
+ visibility: hidden;
+ opacity: 0;
+ box-shadow: 0 3px 15px rgba(0,0,0,.1);
+ transition:visibility 0s linear 0.3s, opacity 0.3s linear;
+ text-align: left;
+}
+.sheet-hover-info.sheet-margin-left-140px {
+ margin-left: -140px;
+}
+
+span.label:hover + .sheet-hover-info,
+span.sheet-label:hover + .sheet-hover-info,
+input:hover + span.sheet-label + .sheet-hover-info {
+ visibility: visible;
+ opacity: 1;
+ transition-delay: 1s;
+}
+
+.sheet-attr-skill-group .sheet-hover-info {
+ margin-left: -140px;
+}
+
+.sheet-rating-wrapper .sheet-hover-info {
+ margin-left: -200px;
+}
+
+.attr_background {
+ height: 300px;
+}
+
+select {
+ width: 110px;
+}
+
+span.sheet-label {
+ font-weight: normal;
+ font-size: 18px;
+}
+
+table.sheet-group-attrs-skills span.sheet-label {
+ font-weight: normal;
+ font-size: 16px;
+}
+
+tr.sheet-attr-group-skills td {
+ vertical-align: bottom;
+}
+
+.sheet-wide-PC td.sheet-small {
+ vertical-align: bottom;
+}
+
+tr.sheet-attr-group-skills td.sheet-attr-skill-wrapper button[type=roll] {
+ margin-right: 0px;
+}
+
+.sheet-pc input, .sheet-pc textarea {
+ font-size: 16px;
+ color: black;
+}
+
+.sheet-pc input[type=text] {
+ padding-bottom: 1px;
+}
+
+
+[name*="attr_weapon_skill_name"] {
+ width: 160px !important;
+}
+
+td#sheet-upper-right-section {
+ padding-left: 25px;
+ vertical-align: top;
+}
+
+.sheet-rating-wrapper {
+ width:100px;
+ height:105px;
+ text-align: center;
+ position: relative;
+ float: right;
+ clear: both;
+}
+
+.sheet-rating-wrapper span.sheet-label {
+ text-align: center;
+ display: inline-block;
+ font-size: 18px;
+ width: 100%;
+}
+
+.sheet-rating-wrapper img {
+ width:84px;
+ height:84px;
+ position:relative;
+ z-index: 0;
+}
+
+.sheet-rating-wrapper input {
+ width:50px;
+ height:50px;
+ top:-68px;
+ left:15px;
+ position: relative;
+ z-index: 1;
+ font-size:22px;
+ text-align: center;
+ border:none;
+ background-color: transparent;
+ font-family: dum1;
+ color:black;
+}
+
+input#sheet-xp-spent {
+ font-size: 22px;
+ margin-left: -29px;
+}
+
+input#sheet-xp-input {
+ font-size: 15px;
+ position: absolute;
+ top: 30px;
+ left: 8px;
+ padding-bottom: 4px;
+}
+
+.sheet-rating-wrapper .sheet-nw-sub-rating {
+ border-radius: 100%;
+ background: url('https://raw.githubusercontent.com/stuartj/roll20-character-sheets/master/The%20One%20Ring/assets/images/parchment.jpg') !important;
+ width: 34px;
+ height: 28px;
+ border: 2px solid black;
+ font-size:16px;
+ position:relative;
+ top:-130px;
+ left:-0px;
+ z-index: 1;
+}
+
+.sheet-rating-wrapper button {
+ position: relative;
+ top: -100px;
+ left: -60px;
+}
+
+table.sheet-wide-PC-container {
+ width: 100%;
+}
diff --git a/The One Ring/sheet.html b/The One Ring/sheet.html
index 6019bca2b8..be8c442c07 100644
--- a/The One Ring/sheet.html
+++ b/The One Ring/sheet.html
@@ -1,1364 +1,1705 @@
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Attributes
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A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.
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Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.
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A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.
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Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds. When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.
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A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities. When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.
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Common Skills
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Skill Groups
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This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire. A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.
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A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men. A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.
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This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word. The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.
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A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.
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Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion. A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.
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In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere. When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.
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A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade. A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention. A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.
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Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.
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The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear. A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.
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Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.
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Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.
-
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-
-
-
The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.
-
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-
-
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-
-
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-
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-
-
-
-
-
Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening. The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.
-
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-
-
-
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-
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-
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-
Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.
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-
-
The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.
-
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-
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-
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-
-
-
Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort. Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.
-
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-
The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers. A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.
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Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition. An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity. An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.
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While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.
-
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The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill. A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.
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-
A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).
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Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.
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-
Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.
A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.
+
+
+
+
+
+
Favoured
+
+
+
+
+
+
+
+
+
+
+
+ Heart
+
Measures a character's capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character's Heart score.
+
+
+
+
+
+
+
Favoured
+
+
+
+
+
+
+
+
+
+
+
+ Wits
+
A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero's Wits score.
+
+
+
+
+
+
+
Favoured
+
+
+
+
+
+
+
+
+
+
+
+
+ Experience
+
+
+
+
+
+ Valour
+
Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.
When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.
+
+
+
+
+
+ Wisdom
+
A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.
When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.
+
+
+
+
+
+
+
+
+
+
+
+
Common Skills
+
+
+
+
Skill Groups
+
+
+
+
+
+
+
+
+ Awe
+
This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.
A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Inspire
+
A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men.
A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Persuade
+
This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters' actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.
The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero's stance, while an extraordinary success may turn the subject into an ardent believer.
+
+
+
+
+
+
+
+
+
+
+
+
+ Personality
+
A hero's personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Athletics
+
Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.
A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Travel
+
In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.
When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero's strength of spirit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Stealth
+
A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.
A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.
A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero's actions after the fact.
+
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+
+
+
+
+
+
+
+
+
+
+ Movement
+
Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Awareness
+
The Awareness skill represents a hero's readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.
A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Insight
+
Insight is the ability of a hero to see beyond appearances, recognising people's hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people's motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Search
+
Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief's clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Perception
+
The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Explore
+
Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company's heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Healing
+
The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.
The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Hunting
+
Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Survival
+
The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Song
+
Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.
Song is used to recite poems, sing songs or play instruments suitable to the character's culture. It can also be used to learn new works or create original compositions.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Courtesy
+
The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.
A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Riddle
+
Owing its name to the ancient Game, the Riddle skill represents a hero's ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.
An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.
An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Custom
+
While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Craft
+
The Craft skill doesn't really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.
A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Battle
+
A hero's proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Lore
+
Lore expresses a hero's love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character's culture, background or the area they originally come from.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Vocation
+
Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Weapon Skills
+
+
+
+
+
+
Weapon
+
Rating
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Dmg
+
Edge
+
Inj.
+
Called Shot
+
Enc
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+
+
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Combat Values
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+
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+
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+
+
+ Damage
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+
+
+
+
+
+ Ranged
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+
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+
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+
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+
+
+
+ Parry
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+
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+
+ Shield
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+
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+ Armour
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+
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+
+
+ Head Gear
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+
Mount
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Name
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Type
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Size
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Riding Mod.
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Charge Bonus
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Arm.Red.
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Qualities
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Gear
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Description
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Enc
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Description
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Enc
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Character States
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+
+
+
Endurance
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/
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+
+
+
+
Total Fatigue
+
+
+
+
+
Enc. Fatigue
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+
+
+
Travel Fatigue
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+
+
+
+
+
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Hope
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/
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+
+
+
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Total Shadow
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+
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Temp. Shadow
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Perm. Shadow
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+ Miserable
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+ Wounded
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+
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+
+
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+
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+ Wound Treated
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+
+
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+
+
+
+
+
Rewards & Virtues
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+
+ Rewards
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+
+
+
+ Virtues
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+
+
+
+
+
+
Progress & Holdings
+
+
+
+
+ Fellowship Pool
+
+
+
+
+ Advancement Points
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+
+
+
+ Treasure
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+
+
+
+ Standing
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+
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+
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+
+
Background
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+
Notes
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+
+
Fellowship Focus
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+
+
+
Company
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+
+
+
Guide
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+
+
+
Scout
+
+
+
+
Huntsman
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+
+
+
Look-out Man
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+
+
+
+
Fellowship Phase
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+
+
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Sanctuaries
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Patron
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+
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Tale of Years
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Year
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Event Description
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diff --git a/The One Ring/sheet.jpg b/The One Ring/sheet.jpg
index 82b25bcbe8..8a7cc50de1 100644
Binary files a/The One Ring/sheet.jpg and b/The One Ring/sheet.jpg differ
diff --git a/The One Ring/sheet.json b/The One Ring/sheet.json
index 0872bd0176..bccc2475b3 100644
--- a/The One Ring/sheet.json
+++ b/The One Ring/sheet.json
@@ -1,7 +1,7 @@
{
"html": "sheet.html",
"css": "sheet.css",
- "authors": "Michael Heilemann",
+ "authors": "Michael Heilemann, Stefan Unterhuber, Stuart Johnson, David Domínguez, Eric Le Bourvellec",
"preview": "sheet.jpg",
- "instructions": "The One Ring character sheet. This is a first pass, and is subject to change following playtesting.\r\r**Important:** For the rolls to work properly, follow the instructions for setting up custom rollable tables for The One Ring available on the wiki."
+ "instructions": "The One Ring character sheet. This is a revised version reformatted to more closely reflect the formatting and layout of the print character sheet.\r\r**Important:** For the rolls to work properly, follow the instructions for setting up custom rollable tables for The One Ring available on the wiki."
}
\ No newline at end of file
diff --git a/The One Ring/tor_userstyle.css b/The One Ring/tor_userstyle.css
new file mode 100644
index 0000000000..e5ebcbeebf
--- /dev/null
+++ b/The One Ring/tor_userstyle.css
@@ -0,0 +1,461 @@
+@-moz-document domain("app.roll20.net") {
+/*
+new styling for The Fellowship of the Roll20 Character Sheet
+*/
+
+/* hide the roll command formula */
+div.rollresult > div.formula {
+ display: none;
+}
+
+div.rollresult > div.formula ~ div.formula {
+ display: block;
+}
+
+/* get Dumbledor font (not loaded as 'unsafe' content in standard css) */
+
+@font-face {
+ font-family: "dum2";
+ src: url("https://raw.githubusercontent.com/stuartj/roll20-character-sheets/master/The%20One%20Ring/assets/fonts/dum1.ttf");
+}
+
+.charsheet * {
+ font-family: dum2 !important;
+}
+
+/* save original styling fbefore font-size changes for switching default to Palatino */i
+h2 {
+ /*font-family: 'Copperplate';*/
+ font-size: 16px;
+ font-weight: bold;
+ text-align: center;
+ letter-spacing: 2px;
+ text-transform: uppercase;
+ margin-top: 36px;
+}
+
+.sheet-attribute span.sheet-label {
+ line-height: 50px;
+ text-align: right !important;
+ display: block !important;
+ font-size: 20px !important;
+ font-weight: bold !important;
+ color: black;
+}
+
+.sheet-attribute input {
+ border: 2px solid #000;
+ width: 60px !important;
+ height: 60px !important;
+ border-radius: 100%;
+ text-align: center;
+ font-size: 24px;
+ background: white;
+ padding-bottom: 10px !important;
+}
+
+.sheet-attribute-favoured input {
+ border: 2px solid #000;
+ width: 40px !important;
+ height: 40px !important;
+ border-radius: 100%;
+ float: none !important;
+ margin-top: -30px;
+ margin-left: -10px;
+ background:url('https://raw.githubusercontent.com/stuartj/roll20-character-sheets/master/The%20One%20Ring/assets/images/parchment.jpg') !important;
+ text-align: center;
+ font-size: 18px;
+}
+
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+ content: "x";
+ font-size: 11px;
+ position: relative;
+ top: -5px;
+ left: 1px;
+ opacity: 0;
+}
+
+span.sheet-label {
+ font-weight: normal;
+ font-size: 18px;
+}
+
+table.sheet-group-attrs-skills span.sheet-label {
+ font-weight: normal;
+ font-size: 16px;
+}
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+ font-size: 16px;
+ color: black;
+}
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+ text-align: center;
+ display: inline-block;
+ font-size: 18px;
+ width: 100%;
+}
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+ width:50px;
+ height:50px;
+ top:-68px;
+ left:15px;
+ position: relative;
+ z-index: 1;
+ font-size:22px;
+ text-align: center;
+ border:none;
+ background-color: transparent;
+ font-family: dum1;
+ color:black;
+}
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+input#sheet-xp-spent {
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+}
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+input#sheet-xp-input {
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+ position: absolute;
+ top: 30px;
+ left: 8px;
+ padding-bottom: 4px;
+}
+
+.sheet-rating-wrapper .sheet-nw-sub-rating {
+ border-radius: 100%;
+ background: url('https://raw.githubusercontent.com/stuartj/roll20-character-sheets/master/The%20One%20Ring/assets/images/parchment.jpg') !important;
+ width: 34px;
+ height: 28px;
+ border: 2px solid black;
+ font-size:16px;
+ position:relative;
+ top:-130px;
+ left:-0px;
+ z-index: 1;
+}
+
+
+/* --------------------------------------------------------------- */
+/*
+original styling from 'The One Ring on Roll20' sheet
+except substitute github hosted graphics for the background styling
+*/
+html,
+body {
+ height: 100% !important;
+}
+
+body {
+ background: url('https://raw.githubusercontent.com/stuartj/roll20-character-sheets/master/The%20One%20Ring/assets/images/ring.png') center center no-repeat, url('https://raw.githubusercontent.com/stuartj/roll20-character-sheets/master/The%20One%20Ring/assets/images/wood.jpg') !important;
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+#floatingtoolbar div.submenu .pictos,
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+ left: 15px !important;
+ position: absolute !important;
+ text-align: center !important;
+ width: 20px !important;
+}
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+#floatingtoolbar div.submenu ul {
+ border: 0 !important;
+ border-radius: 0 !important;
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+ padding: 0 !important;
+ width: 200px !important;
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+#floatingtoolbar div.submenu ul li {
+ color: #444 !important;
+ padding-left: 45px !important;
+ padding-right: 20px !important;
+}
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+ padding: 0 !important;
+}
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+#floatingtoolbar div.submenu ul li:hover {
+ background-color: #99d8ed !important;
+}
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+ border: 0 !important;
+ color: #ccc !important;
+ height: 50px !important;
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+#floatingtoolbar li:hover {
+ background-color: white !important;
+ color: #111 !important;
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+#page-toolbar .availablepage .pagethumb {
+ margin-top: 15px !important;
+}
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+ text-shadow: none !important;
+ color: #eee !important;
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+}
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+ transition: opacity .4s ease-in-out !important;
+}
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+#page-toolbar .handle {
+ background: #111 !important;
+ border-radius: 0 0 100% 100% !important;
+ bottom: -29px !important;
+ color: #eee !important;
+ height: 29px !important;
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+ content: 'PAGES' !important;
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+ letter-spacing: 2px !important;
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+ position: absolute !important;
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+#page-toolbar .playerbookmark {
+ left: 30px !important;
+ top: 25px !important;
+}
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+ box-shadow: 0 0 50px rgba(0, 0, 0, .15) !important;
+ opacity: 0 !important;
+}
+
+#playerzone {
+ bottom: 20px !important;
+ left: 20px !important;
+}
+
+#playerzone .player {
+ margin: 0 !important;
+ margin-right: 10px !important;
+}
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+ top: 0 !important;
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+ line-height: 24px !important;
+ padding: 0 !important;
+}
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+ box-shadow: 0 0 50px rgba(0, 0, 0, .15) !important;
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+ border: 0 !important;
+ border-radius: 0 !important;
+ margin: 5px !important;
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+ border: 0 !important;
+ height: initial !important;
+}
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+#textchat .message.system {
+ background-color: #eee !important;
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+ top: 70px !important;
+}
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+ position: absolute !important;
+ top: 50px !important;
+ height: initial !important;
+ bottom: 150px !important;
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+#textchat-input {
+ border-top: 0 !important;
+ padding: 10px !important;
+ height: initial !important;
+ min-width: 260px !important;
+ box-sizing: border-box !important;
+}
+
+#textchat-input * {
+ box-sizing: border-box !important;
+}
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+#textchat-input textarea {
+ width: 100% !important;
+ height: 80px !important;
+ resize: none !important;
+}
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+ width: 120px !important;
+ z-index: 110 !important;
+ /* above sidebar */;
+}
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+ width: initial !important;
+ padding: 0 !important;
+ border: 0 !important;
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+ opacity: 1 !important;
+ box-shadow: 0 1px 15px rgba(0, 0, 0, .1) !important;
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+ -webkit-filter: brightness(2.3) !important;
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+ outline: none !important;
+}
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+ opacity: 1 !important;
+ padding: 0 !important;
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+ border: none !important;
+ font-size: 12px !important;
+ color: #eee !important;
+ background-color: #111 !important;
+ height: 30px !important;
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+ text-transform: uppercase !important;
+ letter-spacing: 2px !important;
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+#sidebarcontrol .fonticon-menu {
+ display: none !important;
+}
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+#sidebarcontrol:after {
+ content: 'Menu' !important;
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+}
diff --git a/The One Ring/translations/de.json b/The One Ring/translations/de.json
index 9c61e34a5a..6f752aa03c 100644
--- a/The One Ring/translations/de.json
+++ b/The One Ring/translations/de.json
@@ -1,144 +1,154 @@
-{
- "sheet-type-Player-Character": "Player Character",
- "sheet-type-LM-Character": "LM Character",
- "sheet-type-Adversary": "Adversary",
- "attribute-level": "Attribute Level",
- "weary-state": "Weary State",
- "weary-normal": "Not Weary",
- "weary-weary": "Weary",
- "endurance": "Endurance",
- "hate": "Hate",
- "parry-and-shield": "Parry & Shield",
- "armour": "Armour",
- "skills": "Skills",
- "personality": "Personality",
- "survival": "Survival",
- "movement": "Movement",
- "custom": "Custom",
- "perception": "Perception",
- "vocation": "Vocation",
- "weapon-skills": "Weapon Skills",
- "weapon-name": "Name",
- "weapon-rating": "Rating",
- "weapon-damage": "Dmg.",
- "weapon-edge": "Edge",
- "weapon-injury": "Inj.",
- "weapon-called-shot": "Called Shot",
- "special-abilities": "Special Abilities",
- "hope": "Hope",
- "character-name": "Character Name",
- "culture": "Culture",
- "standard-of-living": "Standard of Living",
- "cultural-blessing": "Cultural Blessing",
- "calling": "Calling",
- "shadow-weakness": "Shadow Weakness",
- "specialities": "Specialities",
- "distinctive-features": "Distinctive Features",
- "attributes": "Attributes",
- "body": "Body",
- "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.",
- "favoured": "Favoured",
- "heart": "Heart",
- "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.",
- "wits": "Wits",
- "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.",
- "valour": "Valour",
- "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds. When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.",
- "wisdom": "Wisdom",
- "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities. When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.",
- "common-skills": "Common Skills",
- "skill-groups": "Skill Groups",
- "awe": "Awe",
- "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire. A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.",
- "inspire": "Inspire",
- "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men. A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.",
- "persuade": "Persuade",
- "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word. The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.",
- "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.",
- "athletics": "Athletics",
- "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion. A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.",
- "travel": "Travel",
- "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere. When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.",
- "stealth": "Stealth",
- "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade. A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention. A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.",
- "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.",
- "awareness": "Awareness",
- "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear. A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.",
- "insight": "Insight",
- "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.",
- "search": "Search",
- "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.",
- "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.",
- "explore": "Explore",
- "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.",
- "healing": "Healing",
- "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening. The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.",
- "hunting": "Hunting",
- "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.",
- "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.",
- "song": "Song",
- "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort. Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.",
- "courtesy": "Courtesy",
- "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers. A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.",
- "riddle": "Riddle",
- "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition. An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity. An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.",
- "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.",
- "craft": "Craft",
- "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill. A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.",
- "battle": "Battle",
- "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).",
- "lore": "Lore",
- "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.",
- "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.",
- "weapon": "Weapon",
- "weapon-encumbrance-abbreviation": "Enc",
- "combat-values": "Combat Values",
- "damage": "Damage",
- "ranged": "Ranged",
- "parry": "Parry",
- "shield": "Shield",
- "head-gear": "Head Gear",
- "gear": "Gear",
- "description": "Description",
- "encumbrance-abbreviation": "Enc",
- "character-states": "Character States",
- "total-fatigue": "Total Fatigue",
- "encumbrance-fatigue": "Enc. Fatigue",
- "travel-fatigue": "Travel Fatigue",
- "total-shadow": "Total Shadow",
- "temporal-shadow": "Temp. Shadow",
- "permanent-shadow": "Perm. Shadow",
- "miserable": "\nMiserable",
- "wounded": "\nWounded",
- "wound-treated": "\nWound Treated",
- "rewards-and-virtues": "Rewards & Virtues",
- "rewards": "Rewards",
- "virtues": "Virtues",
- "progress-and-keepings": "Progress & Keepings",
- "fellowship-pool": "Fellowship Pool",
- "advancement-points": "Advancement Points",
- "used-experience": "Used Experience",
- "unused-experience": "Unused Experience",
- "treasure": "Treasure",
- "standing": "Standing",
- "background": "Background",
- "notes": "Notes",
- "company": "Company",
- "guide": "Guide",
- "scout": "Scout",
- "huntsman": "Huntsman",
- "look-out_man": "Look-out Man",
- "fellowship-focus": "Fellowship Focus",
- "fellowship-phase": "Fellowship Phase",
- "sanctuaries": "Sanctuaries",
- "patron": "Patron",
- "tale-of-years": "Tale of Years",
- "year": "Year",
- "event-description": "Event Description",
- "rolls-for": "rolls for",
- "protection": "Protection",
- "injury": "Injury",
- "target-number": "Target Number",
- "attacks-with": "attacks with",
- "attacks-with-a": "attacks with a"
-}
\ No newline at end of file
+ {
+ "sheet-type-Player-Character": "Spielercharakter",
+ "sheet-type-LM-Character": "SL Charakter",
+ "sheet-type-Adversary": "Gegenspieler",
+ "attribute-level": "Attributsstufe",
+ "weary-state": "Erschöpfungszustand",
+ "weary-normal": "Normal",
+ "weary-weary": "Erschöpft",
+ "endurance": "Ausdauer",
+ "hate": "Hass",
+ "parry-and-shield": "Abwehr & Schild",
+ "armour": "Rüstung",
+ "skills": "Fertigkeiten",
+ "personality": "Ausstrahlung",
+ "survival": "Überleben",
+ "movement": "Bewegung",
+ "custom": "Gesellschaft",
+ "perception": "Aufmerksamkeit",
+ "vocation": "Beruf",
+ "weapon-skills": "Waffenfertigkeiten",
+ "weapon-name": "Name",
+ "weapon-rating": "Stufe",
+ "weapon-damage": "Schad.",
+ "weapon-edge": "Schärfe",
+ "weapon-injury": "Verl.",
+ "weapon-called-shot": "Gez. Angriff",
+ "special-abilities": "Spezialfähigkeiten",
+ "hope": "Hoffnung",
+ "character-name": "Name",
+ "culture": "Kultur",
+ "standard-of-living": "Lebensstandard",
+ "cultural-blessing": "Kulturelle Gabe",
+ "calling": "Berufung",
+ "shadow-weakness": "Dunkle Schwäche",
+ "specialities": "Spezialisierung",
+ "distinctive-features": "Charaktermerkmal",
+ "attributes": "Attribute",
+ "body": "Körper",
+ "body-description": "Ein Charakter mit einem hohen Wert in Körper kann robust und fit oder großgewachsen und agil oder gar attraktiv oder imposant sein. Jeder Aspekt einer Person, der auf Vitalität oder körperlichem Wohlbefinden beruht, wird im Spiel durch Körper repräsentiert.",
+ "favoured": "bevorzugt",
+ "heart": "Seele",
+ "heart-description": "Seele misst das Ausmaß an Emotionalität, Energie und Enthusiasmus eines Charakters. Eine Person mit einem hohen Seele-Wert kann feurig, stark und schwer zu demoralisieren sein. Alle Aktivitäten, die von einem leidenschaftlichen oder energiegeladenen Temperament profitieren, können vom Seele-Wert eines Charakters beeinflusst werden.",
+ "wits": "Verstand",
+ "wits-description": "Ein Charakter mit einem hohen Wert in Verstand kann clever, aufmerksam oder willensstark sein. Eine scharfsinnige Person hat eine rasche Auffassungsgabe und ist wahrscheinlich stets alarmbereit und wachsam, weshalb jede Aktion, die solche Eigenschaften benötigt, vom Wert in Verstand profitiert.",
+ "valour": "Heldenmut",
+ "valour-description": "Heldenmut misst die Tapferkeit eines Charakters, wird durch gefahrvolle Taten gestählt und bedeutet, sich selbst für die Sicherheit anderer in Gefahr zu begeben. Heldenmut wird hoch geschätzt in einer Zeit, in der täglich neue Bedrohungen auftauchen, und so bringt man beherzten Abenteurern häufig mehr Respekt als allen anderen entgegen. Aus diesem Grund reflektiert Heldenmut auch den Ruhm, den ein Charakter sich durch seine Taten erworben hat. Wenn ein Spieler Heldenmut vor Weisheit bevorzugt, so will er sich vor anderen vor allem durch seine Taten und nicht durch sein Urteilsvermögen beweisen. So mag der Ruf eines einfachen, wandernden Abenteurers schließlich dem eines legendären Helden oder Königs gleichkommen.",
+ "wisdom": "Weisheit",
+ "wisdom-description": "Das Wissen eines Charakters über seine eigenen Fähigkeiten, sein Selbstvertrauen und sein Urteilsvermögen verändern und verbessern sich durch Anstrengung und Kampf. Während Weisheit also sehr persönliche Auswirkungen auf einen Charakter hat, dient sie gleichzeitig auch als Maßstab in den Augen jener, die auf solche Qualitäten wert legen. Wenn ein Spieler Weisheit vor Heldenmut bevorzugt, so deutet das an, dass die erlebten Abenteuer den Charakter unmerklich aber tiefgreifend verändern. So mag ein anfangs unbedarfter und abenteuerlustiger Charakter im Laufe der Zeit die Reife und Klugheit der wahrhaft Weisen erlangen.",
+ "common-skills": "Allgemeine Fertigkeiten",
+ "skill-groups": "Fertigkeitsgruppe",
+ "awe": "Beeindrucken",
+ "awe-description": "Diese Fertigkeit misst die Fähigkeit einer Person, Respekt bei Zuschauern hervorzurufen und bestimmt den Eindruck, den sie auf jemanden beim ersten Treffen macht. Abhängig von den Umständen und den Absichten oder dem Naturell des Charakters, kann die Fähigkeit verwendet werden, um Verwunderung, Bewunderung oder gar Furcht auszulösen. Eine beeindruckende Wirkung rührt vom natürlichen Charisma einer Person her, kann aber auch durch einen dramatischen Auftritt oder imponierende Garderobe erzeugt werden.
Eine erfolgreiche Anwendung der Beeindrucken-Fertigkeit löst den gewünschten Effekt aus. Ein Misserfolg erzeugt entweder gar keine Wirkung oder kann sogar zum gegenteiligen Effekt führen! Ein guter Erfolg bedeutet, dass der Charakter die Herzen der Zuschauer erobert hat oder sie zu stiller Unterwürfigkeit eingeschüchtert hat. Ein herausragender Erfolg kann zu offen gezeigter Ehrerbietung oder Panik führen.",
+ "inspire": "Anführen",
+ "inspire-description": "Ein Charakter, der andere Anführen kann, ruft positive Gefühle in ihnen hervor und spornt sie zu einer Handlung an. Dies wird vorwiegend durch ein vorgelebtes Beispiel, durch Charisma oder persönliche Überzeugung erreicht, weniger durch den Einsatz von wohlgewählten Worten (das würde unter Überreden fallen). Anführen kann auf Individuen angewendet werden, ist aber besonders effektiv, um Gruppen zu beeinflussen. Personen mit hohen Werten in dieser Fertigkeit können kraftvolle Redner, leidenschaftliche Anstifter und beliebte Anführer sein.
Ein erfolgreicher Wurf auf Anführen erweckt ein ausgewähltes Gefühl in der Zielperson, solange das Gefühl nicht im Widerspruch zur aktuellen Stimmung steht. Ein guter Erfolg kann auch zuvor gänzlich desinteressierte Individuen beeinflussen, während ein außergewöhnlicher Erfolg sogar Rivalen zu Unterstützern machen kann.",
+ "persuade": "Überreden",
+ "persuade-description": "Diese Fertigkeit erlaubt es einem Charakter, andere mit Argumenten von einer Idee oder Vorgehensweise zu überzeugen. Sie kann dazu verwendet werden, kleine Gruppen von Zuhörern zu beeinflussen, allerdings müssen die Umstände dazu passen, z.B. an einem Versammlungsort. Ein Versuch, jemanden zu Überreden, benötigt mehr Zeit als andere Fertigkeiten der Gruppe Persönlichkeit, kann aber einen längerdauernden Effekt auf andere haben. Ein hoher Wert in Überreden deutet auf ungewöhnliche Eloquenz, eine Liebe zur Sprache und das Wissen um ihre Anwendung und ihre Auswirkungen auf Zuhörer hin. Vor allem Weise, Berater von Häuptlingen und Königen und die Boten derselben teilen sich die Vorliebe für das gesprochene Wort.
Ein erfolgreicher Einsatz der Fertigkeit überzeugt die Zuhörer des Charakters von den Fehlern in ihrer aktuellen Überzeugung. Ein guter Erfolg überzeugt die Zielperson von der Qualität der Haltung des Charakters, während ein außergewöhnlicher Erfolg den Zuhörer in einen begeisterten Anhänger verwandelt.",
+ "personality-description": "Die Persönlichkeit eines Charakters spiegelt sich in der Fähigkeit wider, anderen zu imponieren, sie zu animieren oder zu beeinflussen. Hohe Kenntnisse in allen drei Fertigkeiten dieser Gruppe sind ein Merkmal von Anführern.",
+ "athletics": "Athletik",
+ "athletics-description": "Athletik ist eine breitgefächerte Fertigkeit, die die meisten körperlichen Aktivitäten abdeckt, die Charaktere auf Abenteuerreise unternehmen, wozu das Laufen, Springen, Klettern, Schwimmen und das Werfen von Steinen oder anderen kleinen Gegenständen gehören. Personen mit hohen Werten in Athletik zeigen eine starke Kombination von physischem Können, Anmut und Körperbeherrschung, die sie üblicherweise durch kontinuierliches Üben und tägliche Strapazen erworben haben.
Ein erfolgreicher Wurf auf Athletik erzeugt ein zufriedenstellendes Ergebnis einer körperlichen Aktivität, während ein Misserfolg je nach Situation zu ernsthaften Verletzungen führen kann. Ein guter oder außergewöhnlicher Erfolg deutet auf eine spektakuläre Leistung hin.",
+ "travel": "Reisen",
+ "travel-description": "Im Dritten Zeitalter sind die Städte, Dörfer und Siedlungen von Mittelerde oft durch viele Meilen an wilden und menschenleeren Gebieten getrennt. Die Straßen, die einst sicher in ferne Lande führten, sind nun verlassene Pfade ins Nirgendwo.
Immer, wenn die Gemeinschaft eine Strecke über unbekanntes Terrain zurücklegen muss (auch per Boot oder Schiff), muss jeder Gefährte eine oder mehr Fertigkeitsproben auf Reisen bestehen, um Erschöpfung zu vermeiden. ",
+ "stealth": "Heimlichkeit",
+ "stealth-description": "Immer wenn ein Charakter besonders verstohlen und geheim agieren will oder muss, kann er auf Heimlichkeit zurückgreifen. Die Fertigkeit umfasst Verstecken, Schleichen und unbemerktes Beschatten von anderen Personen. Derartige Handlungen verlangen oft Schnelligkeit und Präzision. Darum sind heimliche Charaktere geübt darin, ein behutsames Vorgehen mit dem Wissen um den richtigen Moment zum Zuschlagen zu verbinden. Jäger, Einbrecher und Einzelkämpfer verwenden Heimlichkeit, um in ihrem Fach Erfolg zu haben.
Ein erfolgreicher Wurf auf Heimlichkeit besagt, dass der Charakter unbemerkt bleibt, während ein MIsserfolg mit großer Wahrscheinlichkeit zu ungewollter Aufmerksamkeit führt. Ein guter oder außerordentlicher Erfolg erzeugt ein so makelloses Ergebnis, dass es sogar unmöglich ist, im nachhinein noch irgendwelche Spuren zu entdecken.",
+ "movement-description": "Hindernisse überwinden, lange Reisen ertragen und sich heimlich fortbewegen, das ist der Stoff aus dem Abenteurer gemacht sind.",
+ "awareness": "Wahrnehmung",
+ "awareness-description": "Wahrnehmung bildet die Reaktionsfähigkeit eines Charakters ab, sowie seine Fähigkeit, Unerwartetes, Ungewöhnliches oder gut Verborgenes zu entdecken. Ein hoher Wert zeugt sowohl von scharfen Sinnen als auch der nötigen Erfahrung, um das Gesehene oder Gehörte einordnen zu können.
Gute Wahrnehmung drückt auch außergewöhnliche Wachsamkeit aus und ist daher sehr nützlich für Gefährten, die ihre Gemeinschaft als Wächter unterstützen.",
+ "insight": "Empathie",
+ "insight-description": "Empathie ist die Fähigkeit eines Charakters, hinter Äußerlichkeiten zu blicken und die verborgenen Gedanken und Überzeugungen von Personen aufzudecken. Charaktere mit Empathie erkennen, wenn jemand lügt und können hilfreiche Schlüsse zu den Motiven anderer ziehen. Jemand mit hoher Empathie wird oft als verständiges und scharfsichtiges Individuum wahrgenommen und von vielen um Rat gefragt.
Eine erfolgreiche Probe auf Empathie verschafft dem Charakter ein wirklichkeitsgetreues (wenn auch unvollständiges) Porträt der Zielperson. Ein gutes oder außergewöhnliches Ergebnis enthüllt Wahrheiten über ein Individuum, von denen es selbst nichts ahnt. Empathie-Proben können auch gewürfelt werden, um Überreden- oder anderen Persönlichkeits-Proben von Gegenspielern Widerstand entgegenzusetzen.",
+ "search": "Suchen",
+ "search-description": "Suchen wird verwendet, wenn man etwas durch genaue Untersuchung finden will. Mit dieser Fertigkeit kann man in einer Bibliothek relevante Information aufspüren, verborgene Türen oder versteckte Inschriften finden, ein bekanntes Gesicht in einer Menge ausmachen oder die Kleidung eines mutmaßlichen Diebes filzen. Für jede Untersuchung eines kleinen Gebietes, zum Beispiel eines Raumes, ist eine Probe nötig. Suchen-Proben werden üblicherweise von den Spielern aktiv verlangt und seltener vom Spielleiter eingefordert; Wahrnehmungs-Proben hingegen werden eher verwendet, um passive Aufmerksamkeit zu testen.
Eine erfolgreiche Probe bringt das Gesuchte in der Regel zum Vorschein, wenn es denn gefunden werden kann. Ein guter oder außergewöhnlicher Erfolg bedeutet für gewöhnlich einen rascheren Erfolg. Wenn ein Gegenstand besonders sorgfältig verborgen wurde, können Spielleiter einen höheren Erfolgsgrad verlangen, um ihn überhaupt zu finden.",
+ "perception-description": "Die Fähigkeit, versteckte Details zu bemerken zahlt sich oft aus - sei es ein merkwürdiges Geräusch zu hören, das einen Hinterhalt auffliegen lässt, das Funkeln in den Augen eines Lügners zu erkennen oder den Riss in der Wand zu finden, der eine Geheimtür offenbart.",
+ "explore": "Erkunden",
+ "explore-description": "Abenteurer verlassen sich auf ihre Fertigkeit in Erkunden, wenn sie sich durch unbekanntes Terrain in der Wildnis bewegen. Eine Erkunden-Probe kann während einer Reise nötig werden, um die Richtung zu bestimmen oder den Weg nach einem Abstecher wiederzufinden, um mit widrigen Wetterverhältnissen oder anderen Gefahrenquellen fertig zu werden, um begehbare Pfade für die Gefährten zu finden oder um einen geeigneten Lagerplatz auszuwählen. Ein hoher Wert in Erkunden ist von unschätzbarem Wert für Gefährten, die in ihrer Gruppe als Kundschafter eingesetzt werden.",
+ "healing": "Heilen",
+ "healing-description": "Das Wissen darum, wie man Schmerzen lindert und mit Arzneimitteln die Gesundheit wieder herstellt, ist alt, und die Methoden unterscheiden sich von Kultur zu Kultur. In der Behandlung von schweren Verletzungen sind sich jedoch alle Traditionen einig: diese müssen sofort versorgt werden, um Schlimmeres zu verhindern.
Die Heilen-Fertigkeit umfasst das Einrichten von Knochen und die Anwendung von Kräutern und Salben, das Ergebnis beruht jedoch auf der Fähigkeit der Heiler zu erkennen, was die leidende Person plagt, und zu bestimmen, was getan werden muss.",
+ "hunting": "Jagen",
+ "hunting-description": "Jagen ist eine weit verbreitete und lebensnotwendige Fähigkeit in ganz Mittelerde. Eine Jagen-Probe mag nötig sein, um eine Kreatur durch die Wildnis zu verfolgen, um Spuren zu entdecken und ihnen zu folgen oder um eine Beute anhand ihrer Fährte zu identifizieren. Die Fertigkeit deckt auch das Fallenstellen oder die Ausbildung von Jagdhunden oder Greifvögeln ab. In raueren Landen lernen Jäger, ihre Fähigkeiten auch für gefährlichere Ziele wie Orks, Spinnen oder Warge anzuwenden, um nicht zu riskieren, selbst zur Beute zu werden.",
+ "survival-description": "Die drei Fertigkeiten dieser Gruppe sind essentiell für umherziehende Abenteurer und machen einen Charakter zu einem wertvollen Mitglied der Gemeinschaft.",
+ "song": "Musizieren",
+ "song-description": "Hobbits und Menschen, Elben und Zwerge, sogar Goblins und vielleicht Orks: alle Kreaturen in Mittelerde feiern mit Liedern und Musik. Glanzvolle Taten und schlimmes Unheil werden in Versen überliefert, erfreuliche und lustige Geschichten werden zur Zerstreuung und Erheiterung erzählt.
Musizieren wird verwendet, um Gedichte zu rezitieren, Lieder zu singen oder Instrumente zu spielen, die der Kultur eines Charakters entsprechen. Die Fertigkeit kann auch verwendet werden, um neue Werke zu lernen oder zu erschaffen.",
+ "courtesy": "Auftreten",
+ "courtesy-description": "Die Freien Völker haben einen allgemeingültigen Begriff von Anstand und folgen sehr alten Verhaltenskonventionen. Diese Regeln und Traditionen einzuhalten, zeugt von Respekt und ist eine Möglichkeit, auch mit völlig Fremden schnell eine freundliche Gesprächsbasis herzustellen.
Nach einer erfolgreichen Auftreten-Probe weiß ein Charakter, was er in welchem Moment sagen muss, um bei seinem Gastgeber einen guten Eindruck zu hinterlassen oder achtet auf seine Umgangsformen, wenn er selbst Gäste empfängt.",
+ "riddle": "Rätseln",
+ "riddle-description": "Die Fertigkeit Rätseln verdankt ihren Namen dem althergebrachten gleichnamigen Spiel und repräsentiert die Fähigkeit eines Charakters, Schlussfolgerungen aus scheinbar unzusammenhängenden Informationsfetzen zu ziehen und zwar durch Ableitungen, logisches Denken und Intuition.
Abenteurer verlassen sich auch auf Rätseln, wenn sie gezwungen sind, über etwas zu reden, von dem sie Teile geheim halten wollen, wie zum Beispiel, wenn sie etwas über sich selbst aussagen wollen ohne ihre wahre Identität zu enthüllen.
Da es sich beim \"Sprechen in Rätseln\" um einen bei vielen Kreaturen akzeptierten Brauch handelt, ist diese Methode unter Fremden gebräuchlich, die sich zum ersten Mal begegnen und die im Gespräch erst einmal Vorsicht walten lassen wollen. Natürlich wird diese Fertigkeit auch eingesetzt, um hilfreiche Erkenntnisse aus einem gesprochenen oder niedergeschriebenen Rätsel zu gewinnen.",
+ "custom-description": "Auch wenn Abenteurer in den Augen des gemeinen Volkes oft als unzivilisierte Rohlinge angesehen werden, hängen ihre Leben doch manchmal von ihrem Wissen über die gewähltesten Worte, die weisesten Lieder und Legenden oder von der schlauesten Antwort ab. Sich in diesen Fertigkeiten auszuzeichnen gilt als noble Errungenschaft.",
+ "craft": "Handwerk",
+ "craft-description": "Handwerk bildet weniger die ganze Bandbreite der Fertigkeiten von Schmieden, Stellmachern oder anderen Handwerkern ab, sondern stellt vielmehr das allgemeine Talent eines Charakters dar, Dinge von Hand zu fertigen oder zu reparieren. Spezialisierungen wie Schmiedekunst oder Holzbearbeitung dienen wiederum dazu, das Können in einem bestimmten Handwerk zu repräsentieren. Handwerk kann verwendet werden, um ein Rad an einem Wagen zu reparieren, oder um ein improvisiertes Floß aus Treibholz zu bauen, oder sogar um ein Feuer auf einem windigen Hügel zu entfachen.
Ein hoher Wert in Handwerk könnte bedeuten, dass ein Charakter vor seinem Abenteuerleben ein Handwerker war. Einige Kulturen, wie die Zwerge oder die Noldor-Elben, verehren das Handwerk als die höchste Ausdrucksform der Kreativität.",
+ "battle": "Kriegskunst",
+ "battle-description": "Kenntnisse in dieser Fertigkeit zeigen das Verständnis eines Charakters für die Regeln einer Schlacht und seine Fähigkeit, in gewalttätigen Auseinandersetzungen einen kühlen Kopf zu bewahren. Kriegskunst kann dazu verwendet werden, um Vorteile im Kampf gegen eine Gruppe von Feinden zu erhalten oder um einen Trupp Krieger in die offene Feldschlacht zu führen und inmitten des Chaos für Ordnung zu sorgen (der Schlagabtausch selbst wird über Waffenfertigkeiten abgehandelt).",
+ "lore": "Wissen",
+ "lore-description": "Wissen drückt die Liebe eines Charakters zum Lernen aus, sei es eine Faszination für Reiseberichte aus fernen Ländern oder ein Interesse an Ahnenforschung. Wann immer eine Aktion ein bestimmtes Wissen erfordert, ist eine Probe auf diese Fertigkeit erforderlich. Charaktere sind üblicherweise in der Tradition ihres eigenen Volkes bewandert, weshalb Spielleiter eher keine Proben für Informationen verlangen sollten, die die Kultur, den Hintergrund oder das Herkunftsgebiet des Charakters betreffen.",
+ "vocation-description": "Vermutlich führte der Charakter ein gewöhnliches Leben als ein Individuum seines Volkes, bevor das Abenteuer nach ihm rief und sein Entschluss sich festigte, dem Ruf nachzugeben; so mag der Charakter ein Handwerk erlernt haben, die Seinen beschützt oder das gesammelte Wissen seines Volkes in sich aufgenommen haben.",
+ "weapon": "Waffe",
+ "weapon-encumbrance-abbreviation": "Bel.",
+ "combat-values": "Kampfwerte",
+ "damage": "Schaden",
+ "ranged": "Fernkampf",
+ "parry": "Abwehr",
+ "shield": "Schild",
+ "head-gear": "Helm",
+ "gear": "Ausrüstung",
+ "description": "Beschreibung",
+ "encumbrance-abbreviation": "Bel.",
+ "character-states": "Charakterzustand",
+ "total-fatigue": "Erschöpfung ges.",
+ "encumbrance-fatigue": "von Belastung",
+ "travel-fatigue": "von Reise",
+ "total-shadow": "Schatten ges.",
+ "temporal-shadow": "temp. Schatten",
+ "permanent-shadow": "perm. Schatten",
+ "miserable": "\nVerzweifelt",
+ "wounded": "\nVerwundet",
+ "wound-treated": "\nWunde behandelt",
+ "rewards-and-virtues": "Belohnungen & Vorteile",
+ "rewards": "Belohnungen",
+ "virtues": "Vorteile",
+ "progress-and-keepings": "Fortschritt & Aufzeichnungen",
+ "fellowship-pool": "Gemeinschaftspunkte",
+ "advancement-points": "Abenteuerpunkte",
+ "experience": "Erfahrung",
+ "treasure": "Schatz",
+ "standing": "Ansehen",
+ "background": "Hintergrund",
+ "notes": "Notizen",
+ "company": "Gemeinschaft",
+ "guide": "Anführer",
+ "scout": "Kundschafter",
+ "huntsman": "Jäger",
+ "look-out_man": "Späher",
+ "fellowship-focus": "Fokusgefährte",
+ "fellowship-phase": "Gefährtenphase",
+ "sanctuaries": "Zuflucht",
+ "patron": "Gönner",
+ "tale-of-years": "Die Aufzählung der Jahre",
+ "year": "Jahr",
+ "event-description": "Ereignisse",
+ "mount": "Reittier",
+ "mount-name": "Name",
+ "mount-type": "Typ",
+ "mount-size": "Größe",
+ "mount-riding-mod": "Reit-Mod.",
+ "mount-charge-bonus": "Schaden",
+ "mount-arm-red": "Bel.Red.",
+ "mount-qualities": "Qualitäten",
+ "rolls-for": "würfelt auf",
+ "against-tn": "gegen SG",
+ "protection": "Rüstung",
+ "injury": "Verletzung",
+ "target-number": "Schwierigkeitsgrad",
+ "attacks-with": "attackiert mit",
+ "attacks-with-a": "attackiert mit",
+ "charges-with": "reitet mit",
+ "an-attack": "einen Angriff"
+ }
\ No newline at end of file
diff --git a/The One Ring/translations/en.json b/The One Ring/translations/en.json
index 9c61e34a5a..a53d6d6b33 100644
--- a/The One Ring/translations/en.json
+++ b/The One Ring/translations/en.json
@@ -1,144 +1,154 @@
-{
- "sheet-type-Player-Character": "Player Character",
- "sheet-type-LM-Character": "LM Character",
- "sheet-type-Adversary": "Adversary",
- "attribute-level": "Attribute Level",
- "weary-state": "Weary State",
- "weary-normal": "Not Weary",
- "weary-weary": "Weary",
- "endurance": "Endurance",
- "hate": "Hate",
- "parry-and-shield": "Parry & Shield",
- "armour": "Armour",
- "skills": "Skills",
- "personality": "Personality",
- "survival": "Survival",
- "movement": "Movement",
- "custom": "Custom",
- "perception": "Perception",
- "vocation": "Vocation",
- "weapon-skills": "Weapon Skills",
- "weapon-name": "Name",
- "weapon-rating": "Rating",
- "weapon-damage": "Dmg.",
- "weapon-edge": "Edge",
- "weapon-injury": "Inj.",
- "weapon-called-shot": "Called Shot",
- "special-abilities": "Special Abilities",
- "hope": "Hope",
- "character-name": "Character Name",
- "culture": "Culture",
- "standard-of-living": "Standard of Living",
- "cultural-blessing": "Cultural Blessing",
- "calling": "Calling",
- "shadow-weakness": "Shadow Weakness",
- "specialities": "Specialities",
- "distinctive-features": "Distinctive Features",
- "attributes": "Attributes",
- "body": "Body",
- "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.",
- "favoured": "Favoured",
- "heart": "Heart",
- "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.",
- "wits": "Wits",
- "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.",
- "valour": "Valour",
- "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds. When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.",
- "wisdom": "Wisdom",
- "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities. When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.",
- "common-skills": "Common Skills",
- "skill-groups": "Skill Groups",
- "awe": "Awe",
- "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire. A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.",
- "inspire": "Inspire",
- "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men. A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.",
- "persuade": "Persuade",
- "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word. The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.",
- "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.",
- "athletics": "Athletics",
- "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion. A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.",
- "travel": "Travel",
- "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere. When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.",
- "stealth": "Stealth",
- "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade. A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention. A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.",
- "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.",
- "awareness": "Awareness",
- "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear. A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.",
- "insight": "Insight",
- "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.",
- "search": "Search",
- "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.",
- "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.",
- "explore": "Explore",
- "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.",
- "healing": "Healing",
- "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening. The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.",
- "hunting": "Hunting",
- "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.",
- "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.",
- "song": "Song",
- "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort. Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.",
- "courtesy": "Courtesy",
- "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers. A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.",
- "riddle": "Riddle",
- "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition. An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity. An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.",
- "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.",
- "craft": "Craft",
- "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill. A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.",
- "battle": "Battle",
- "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).",
- "lore": "Lore",
- "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.",
- "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.",
- "weapon": "Weapon",
- "weapon-encumbrance-abbreviation": "Enc",
- "combat-values": "Combat Values",
- "damage": "Damage",
- "ranged": "Ranged",
- "parry": "Parry",
- "shield": "Shield",
- "head-gear": "Head Gear",
- "gear": "Gear",
- "description": "Description",
- "encumbrance-abbreviation": "Enc",
- "character-states": "Character States",
- "total-fatigue": "Total Fatigue",
- "encumbrance-fatigue": "Enc. Fatigue",
- "travel-fatigue": "Travel Fatigue",
- "total-shadow": "Total Shadow",
- "temporal-shadow": "Temp. Shadow",
- "permanent-shadow": "Perm. Shadow",
- "miserable": "\nMiserable",
- "wounded": "\nWounded",
- "wound-treated": "\nWound Treated",
- "rewards-and-virtues": "Rewards & Virtues",
- "rewards": "Rewards",
- "virtues": "Virtues",
- "progress-and-keepings": "Progress & Keepings",
- "fellowship-pool": "Fellowship Pool",
- "advancement-points": "Advancement Points",
- "used-experience": "Used Experience",
- "unused-experience": "Unused Experience",
- "treasure": "Treasure",
- "standing": "Standing",
- "background": "Background",
- "notes": "Notes",
- "company": "Company",
- "guide": "Guide",
- "scout": "Scout",
- "huntsman": "Huntsman",
- "look-out_man": "Look-out Man",
- "fellowship-focus": "Fellowship Focus",
- "fellowship-phase": "Fellowship Phase",
- "sanctuaries": "Sanctuaries",
- "patron": "Patron",
- "tale-of-years": "Tale of Years",
- "year": "Year",
- "event-description": "Event Description",
- "rolls-for": "rolls for",
- "protection": "Protection",
- "injury": "Injury",
- "target-number": "Target Number",
- "attacks-with": "attacks with",
- "attacks-with-a": "attacks with a"
-}
\ No newline at end of file
+{
+ "sheet-type-Player-Character": "Player Character",
+ "sheet-type-LM-Character": "LM Character",
+ "sheet-type-Adversary": "Adversary",
+ "attribute-level": "Attribute Level",
+ "weary-state": "Weary State",
+ "weary-normal": "Not Weary",
+ "weary-weary": "Weary",
+ "endurance": "Endurance",
+ "hate": "Hate",
+ "parry-and-shield": "Parry & Shield",
+ "armour": "Armour",
+ "skills": "Skills",
+ "personality": "Personality",
+ "survival": "Survival",
+ "movement": "Movement",
+ "custom": "Custom",
+ "perception": "Perception",
+ "vocation": "Vocation",
+ "weapon-skills": "Weapon Skills",
+ "weapon-name": "Name",
+ "weapon-rating": "Rating",
+ "weapon-damage": "Dmg.",
+ "weapon-edge": "Edge",
+ "weapon-injury": "Inj.",
+ "weapon-called-shot": "Called Shot",
+ "special-abilities": "Special Abilities",
+ "hope": "Hope",
+ "character-name": "Name",
+ "culture": "Culture",
+ "standard-of-living": "Standard of Living",
+ "cultural-blessing": "Cultural Blessing",
+ "calling": "Calling",
+ "shadow-weakness": "Shadow Weakness",
+ "specialities": "Specialities",
+ "distinctive-features": "Distinctive Features",
+ "attributes": "Attributes",
+ "body": "Body",
+ "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.",
+ "favoured": "Favoured",
+ "heart": "Heart",
+ "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.",
+ "wits": "Wits",
+ "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.",
+ "valour": "Valour",
+ "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.
When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.",
+ "wisdom": "Wisdom",
+ "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.
When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.",
+ "common-skills": "Common Skills",
+ "skill-groups": "Skill Groups",
+ "awe": "Awe",
+ "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.
A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.",
+ "inspire": "Inspire",
+ "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men
A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.",
+ "persuade": "Persuade",
+ "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.
The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.",
+ "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.",
+ "athletics": "Athletics",
+ "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.
A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.",
+ "travel": "Travel",
+ "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.
When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.",
+ "stealth": "Stealth",
+ "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.
A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.
A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.",
+ "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.",
+ "awareness": "Awareness",
+ "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.
A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.",
+ "insight": "Insight",
+ "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.",
+ "search": "Search",
+ "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.",
+ "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.",
+ "explore": "Explore",
+ "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.",
+ "healing": "Healing",
+ "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.
The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.",
+ "hunting": "Hunting",
+ "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.",
+ "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.",
+ "song": "Song",
+ "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.
Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.",
+ "courtesy": "Courtesy",
+ "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.
A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.",
+ "riddle": "Riddle",
+ "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.
An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.
An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.",
+ "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.",
+ "craft": "Craft",
+ "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.
A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.",
+ "battle": "Battle",
+ "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).",
+ "lore": "Lore",
+ "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.",
+ "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.",
+ "weapon": "Weapon",
+ "weapon-encumbrance-abbreviation": "Enc",
+ "combat-values": "Combat Values",
+ "damage": "Damage",
+ "ranged": "Ranged",
+ "parry": "Parry",
+ "shield": "Shield",
+ "head-gear": "Head Gear",
+ "gear": "Gear",
+ "description": "Description",
+ "encumbrance-abbreviation": "Enc",
+ "character-states": "Character States",
+ "total-fatigue": "Total Fatigue",
+ "encumbrance-fatigue": "Enc. Fatigue",
+ "travel-fatigue": "Travel Fatigue",
+ "total-shadow": "Total Shadow",
+ "temporal-shadow": "Temp. Shadow",
+ "permanent-shadow": "Perm. Shadow",
+ "miserable": "\nMiserable",
+ "wounded": "\nWounded",
+ "wound-treated": "\nWound Treated",
+ "rewards-and-virtues": "Rewards & Virtues",
+ "rewards": "Rewards",
+ "virtues": "Virtues",
+ "progress-and-keepings": "Progress & Holdings",
+ "fellowship-pool": "Fellowship Pool",
+ "advancement-points": "Advancement Points",
+ "experience": "Experience",
+ "treasure": "Treasure",
+ "standing": "Standing",
+ "background": "Background",
+ "notes": "Notes",
+ "company": "Company",
+ "guide": "Guide",
+ "scout": "Scout",
+ "huntsman": "Huntsman",
+ "look-out_man": "Look-out Man",
+ "fellowship-focus": "Fellowship Focus",
+ "fellowship-phase": "Fellowship Phase",
+ "sanctuaries": "Sanctuaries",
+ "patron": "Patron",
+ "tale-of-years": "Tale of Years",
+ "year": "Year",
+ "event-description": "Event Description",
+ "mount": "Mount",
+ "mount-name": "Name",
+ "mount-type": "Type",
+ "mount-size": "Size",
+ "mount-riding-mod": "Riding Mod.",
+ "mount-charge-bonus": "Charge Bonus",
+ "mount-arm-red": "Arm. Red.",
+ "mount-qualities": "Qualities",
+ "rolls-for": "rolls for",
+ "against-tn": "against TN",
+ "protection": "Protection",
+ "injury": "Injury",
+ "target-number": "Target Number",
+ "attacks-with": "attacks with",
+ "attacks-with-a": "attacks with a",
+ "charges-with": "charges with",
+ "an-attack": "to attack"
+}
diff --git a/The One Ring/translations/es.json b/The One Ring/translations/es.json
index bde738af15..68163ded2a 100644
--- a/The One Ring/translations/es.json
+++ b/The One Ring/translations/es.json
@@ -1,144 +1,154 @@
-{
- "sheet-type-Player-Character": "Personaje Jugador",
- "sheet-type-LM-Character": "Personaje del MS",
- "sheet-type-Adversary": "Adversario",
- "attribute-level": "Nivel de atributo",
- "weary-state": "Estado de cansancio",
- "weary-normal": "No cansado",
- "weary-weary": "Cansado",
- "endurance": "Aguante",
- "hate": "Odio",
- "parry-and-shield": "Parada & Escudo",
- "armour": "Armadura",
- "skills": "Habilidades",
- "personality": "Personalidad",
- "survival": "Supervivencia",
- "movement": "Movimiento",
- "custom": "Costumbres",
- "perception": "Percepción",
- "vocation": "Vocación",
- "weapon-skills": "Habilidades de armas",
- "weapon-name": "Nombre",
- "weapon-rating": "Rango",
- "weapon-damage": "Daño",
- "weapon-edge": "Filo",
- "weapon-injury": "Herida",
- "weapon-called-shot": "Golpe apunt.",
- "special-abilities": "Habilidades especiales",
- "hope": "Esperanza",
- "character-name": "Nombre personaje",
- "culture": "Cultura",
- "standard-of-living": "Nivel de Vida",
- "cultural-blessing": "Bendición cultural",
- "calling": "Ocupación",
- "shadow-weakness": "Debilidad ante la Sombra",
- "specialities": "Especialidades",
- "distinctive-features": "Rasgos distintivos",
- "attributes": "Atributos",
- "body": "Cuerpo",
- "body-description": "Un personaje con una puntuación elevada de Cuerpo puede ser duro y vigoroso, o bien alto y ágil, o incluso atractivo o imponente. Todo aspecto de un personaje que se basa en el vigor o en el bienestar físico viene representado en el juego por el Cuerpo.",
- "favoured": "Favorito",
- "heart": "Corazón",
- "heart-description": "Mide la capacidad de un personaje para la emoción, la energía, y el entusiasmo. Un héroe con una puntuación de Corazón elevada puede ser ardiente, intenso, y difícil de desanimar. Las actividades que se benefician de un carácter apasionado o enérgico pueden verse influenciadas por la puntuación de Corazón de un personaje.",
- "wits": "Mente",
- "wits-description": "Un héroe con una puntuación elevada de Mente puede ser inteligente, atento, y tenaz. Una persona perspicaz piensa rápido, y está probablemente alerta y vigilante, por lo que cualquier acción que exija dichas cualidades se suele beneficiar de la puntuación de Mente de un héroe.",
- "valour": "Valor",
- "valour-description": "El Valor es una medida del coraje de un personaje, que se templa mediante gestas peligrosas. Un hombre de valor está dispuesto a ponerse en peligro a cambio de la seguridad de otros. En una época en la que nuevas amenazas surgen cada día, el Valor es una virtud muy apreciada, y un aventurero valiente es a menudo estimado por encima de todos los demás individuos. Por esta razón, el rango de un héroe en Valor también refleja el nivel de renombre que ha alcanzado llevando a cabo grandes gestas.",
- "wisdom": "Sabiduría",
- "wisdom-description": "El conocimiento de las propias capacidades de un personaje, su confianza en sí mismo, y su capacidad de buen juicio cambian y mejoran con las luchas y los conflictos. Una característica con profundas implicaciones personales, el rango de un héroe en Sabiduría es también un indicativo del estatus del mismo ante quieenes aprecian estas cualidades.",
- "common-skills": "Habilidades comunes",
- "skill-groups": "Grupos habil.",
- "awe": "Impresionar",
- "awe-description": "Esta habilidad mide la capacidad de un héroe para provocar respeto en los presentes, y a menudo determina la impresión que un héroe causa sobre alguien con quien se encuentra por vez primera. Dependiendo de las circunstancias, y de las intenciones o disposición del héroe, se puede utilizar para inspirar asombro, admiración, o incluso temor. Una determinada impresión puede derivar del carisma espontáneo de un personaje, pero puede ser activamente inducida por una entrada dramática o un atuendo impresionante.\nUn uso con éxito de la habilidad provoca el efecto elegido. Un fallo puede no tener ningún efecto notable... ¡o llevar al resultado opuesto! Conseguir un gran éxito significa que el héroe se ha ganado los corazones de los presentes, o que les ha intimidado para que permanezcan sumisos y en silencio. Un éxito extraordinario puede producir la reverencia abierta, o el pánico.",
- "inspire": "Inspirar",
- "inspire-description": "Un héroe capaz de inspirar a otros puede instilarles un sentimiento positivo, impulsándoles a actuar en el asunto que se tenga entre manos. Esta es una proeza conseguida sobre todo a través del ejemplo, el carisma, y la convicción personal, más que a través del uso efectivo de las palabras (que entra dentro de la habilidad Persuadir<\/b>, a la derecha). Puede utilizarse para empujar a la acción a individuos ociosos, pero es especialmente efectiva para influenciar multitudes. Los héroes con niveles elevados de Inspirar<\/b> pueden ser oradores convincentes, agitadores apasionados, y líderes entrañables.\n Una tirada de Inspirar<\/b> con éxito despierta el sentimiento elegido en el objetivo, mientras no sea lo opuesto a su opinión o disposición actual. Un gran éxito basta para influenciar a individuos que antes no estaban interesados, y un éxito extraordinario puede convertir a rivales en partidarios.",
- "persuade": "Persuadir",
- "persuade-description": "Esta habilidad permite a un héroe aplicar su raciocinio para convencer a otro individuo de una idea o curso de acción. Puede utilzarse para influenciar a pequeños grupos de oyentes, pero sólo si se utiliza en un contexto o situación social apropiados (por ejemplo una sala común). Un intento de persuasión requiere más tiempo que otas habilidades de personalidad, porque es una acción más compleja. Un nivel alto de Persuadir<\/b> denota una elocuencia poco común, amor por las palabras, y un conocimiento de su uso adecuado, y de sus efectos sobre quienes las escuchan. Los hombres sabios, los consejeros de los caudillos y de los reyes, y sus mensajeros, todos ellos comparten esta pasión por la palabra hablada.\nEl uso con éxito de la habilidad permite al héroe convencer a su audiencia de los fallos de su posición actual. Un gran éxito cocnvence al objetivo de la cualidad de la posición del héroe, mientas que un éxito extraordinario podría convertir al objetivo en un firme creyente.",
- "personality-description": "La personalidad de un héroe aflora en términos de juego a través de su capacidad para impresionar, animar e influenciar a otros. Un buen nivel de competencia en las tres habilidades de este grupo es la marca de un líder.",
- "athletics": "Atletismo",
- "athletics-description": "El Atletismo<\/b> es una habilidad amplia, puesto que cubre la mayoría de las actividades físicas que un héroe podría emprender durante sus aventuras, inclyendo correr, saltar, trepar, nadar, y lanzar piedras u otros objetos pequeños. Los héroes que poseen un nivel elevado de Atletismo<\/b> muestran una combinación ganadora de habilidad física, elegancia y control, obtenidas por lo general a través del ejercicio continuo, y de una vigorosa actividad diaria.\nUna tirada con éxito de Atletismo<\/b> da lugar a un resultado satisfactorio en la actividad física, mientras que una tirada fallida podría incluso dar pie a graves daños, dependiendo de las circunstancias. Un éxito grande o extraordinario sugiere un resultado espectacular.",
- "travel": "Viajar",
- "travel-description": "En la Tercera Edad las ciudades, pueblos y aldeas de la Tierra Media están a menudo separados por muchas leguas de zonas salvajes o desérticas. Los camnios que antaño llevaban con seguridad a reinos distantes, a menudo acaban en senderos que no llevan a ninguna parte.\nCuando la compañía precisa cubrir una distancia a través de un territorio incierto, incluyendo cuando va en bote, se requiere que todo compañero lleve a cabo una o más pruebas de la habilidad Viajar<\/b> para evitar cansarse demasiado pronto. Si bien ciertamente es producto de la experiencia, el uso de Viajar se beneficia sobre todo de la fuerza de espíritu de un héroe.",
- "stealth": "Sigilo",
- "stealth-description": "Un héroe recurre al Sigilo<\/b> siempre que necesita o se ve obligado a actuar de forma furtiva o secreta. La habilidad incluye ocultarse o moverse en silencio, y seguir de cerca a individuos. Estas actividades se basan a menudo en la rapidez y en la precisión, por lo que un héroe sigiloso combina su precaución practicada con la capacidad de reconocer el momento adecuado para arriesgarse. Cazadores, saqueadores, y guerreros solitarios utilizan el Sigilo<\/b> para prosperar en sus profesiones.\nUna tirada de Sigilo<\/b> con éxito indica que el personaje ha pasado desapercibido, mientras que un fallo ha atraído casi con certeza una atención no deseada.\nUn éxito grande o extraordinario consigue un resultado tan impecable, que podría ser imposible rastrear las acciones del héroe tras el hecho.",
- "movement-description": "La pasta de la que está hecho un aventurero veterano viene dada por su capacidad de salvar obstáculos, soportar largos viajes, y moverse en secreto.",
- "awareness": "Alerta",
- "awareness-description": "La habilidad Alerta<\/b> representa la capacidad de un héroe para reacionar, y darse cuenta de algo inesperado, fuera de lo ordinario, o difícil de detectar. Refleja a la vez unos sentidos agudos y la experiencia necesaria para entender lo que ves y oyes.\nUn nivel elevado de Alerta<\/b> expresa una vigilancia extraordinaria, y es mu útil al miembro de la compañía que ocupa el papel de vigía.",
- "insight": "Perspicacia",
- "insight-description": "La Perspicacia<\/b> es la capacidad de un héroe para ver más allá de las apariencias, reconociendo los pensamientos y creencias ocultos de la gente. Con Perspicacia<\/b> los héroes puede reconocer cuando alguien les miente, y extraer conclusiones útiles acerca de los motivos de la gente. Un héroe con una puntuación elevada de Perspicacia<\/b> es a menudo reconocido como un individuo sensible y con criterio, y muchos podrían buscar sus consejos.\nUna tirada con éxito de Perspicacia<\/b> proporciona al héroe un retrato fiel, aunque parcial, del personaje observado. Un éxito grande o extraordinario revela verdades acerca de un individuo que él mismo podría ignorar. Las pruebas de Perspicacia<\/b> se pueden tirar en oposición a un adeversario que use Persuadir<\/b> o cualquier otra habilidad de personalidad.",
- "search": "Buscar",
- "search-description": "Buscar<\/b> se utiliza cuando se intenta encontrar algo examinando de cerca. Esta habilidad puede permitir a un héroe registrar una biblioteca para encontrar una información relevante, buscar puertas secretas o inscripciones ocultas, reconocer un rostro familiar en una multitud, o incluso registrar las ropas de un sospechoso de ser un ladrón. Se requiere una tirada por cada inspección de un área pequeña, como por ejemplo una habitación. Las tiradas de Buscar<\/b> se llevan a cabo principalmente a instancias del jugador, en vez del Maestro del Saber, porque la percepción pasiva de los personajes se suele determinar mediante la Alerta<\/b>.\nUna tirada con éxito de Buscar<\/b> permite por lo general a los personajes encontrar lo que están buscando, si se encuentra en la zona registrada. Un éxito grande o extraordinario suele indicar una resolución más rápida. Si el objeto está particularmente bien escondido, el Maestro del saber podría decidir que se requiere un nivel mayor de éxito para descubrirlo.",
- "perception-description": "La capacidad de ser capaz de darse cuenta de detalles ocultos a menudo vale la pena, ya se trate de oír un ruido extraño que delata una emboscada, ser capaz de ver un leve brillo en los ojos de un mentiroso, o descubrir la grieta en un muro que revela una puerta secreta.",
- "explore": "Explorar",
- "explore-description": "Los aventureros confían en su habilidad de Explorar<\/b> cuando recorren una zona poco familiar del Yermo. Una tirada de Explorar<\/b> se puede requerir durante un viaje para mantenerse en la dirección correcta, o para volver a la ruta después de un desvío; para soportar unas condiciones climatológicas adversas, u otro tipo de obstáculos naturales; para crear sendas a través de las tierras salvajes que otros puedan seguir; o para elegir un lugar adecuado donde acampar. Un nivel elevado de Explorar<\/b> es un recurso valiosísimo para el miembro de la compañía que haga de explorador para su grupo aventurero.",
- "healing": "Curar",
- "healing-description": "El conocimiento de cómo aliviar el dolor y aplicar remedios para restaurar la salud a los que sufren es antiguo, y los tratamientos difieren de una cultura a otra. Casi todas las tradiciones coinciden en el tratamiento de las heridas graves, que deben ser atendidas de inmediato y así impedir que empeoren.\nLa habilidad de Curar<\/b> incluye reducir fracturas y usar hierbas o bálsamos, pero el desenlace se basa en la capacidad del sanador de comprender qué le sucede al doliente y determinar qué se tiene que hacer.",
- "hunting": "Cazar",
- "hunting-description": "Saber cazar es una habilidad fundamental familiar para la mayoría de habitantes de la Tierra Media. Se puede requerir una tirada de Cazar<\/b> para cualquier tarea relacionada, como por ejemplo perseguir a una criatura por zonas salvajes, encontrar huellas y seguirlas, o identificar a una presa por su rastro.\nLa habilidad también cubre preparar trampas, y el entrenamiento y uso de los perros o aves de presa. En las áreas más alvajes, los cazadores aprenden a aplicar su oficio a presas más peligrosas, com por ejemplo orcos, arañas, o huargos puesto que si no, se arriesgan a convertirse en presa.",
- "survival-description": "Las tres habilidades de este grupo, esenciales para un aventurero ambulante, hacen que un héroe se convierta en un miento muy valioso de una compañía.",
- "song": "Cantar",
- "song-description": "Los hobbits y los hombres, los elfos y los enanos, incluso los trasgos y quizá los orcos: todas las criaturas de la Tierra Media demuestran su alegría tocando instrumentos musicales o cantando. Las grandes gestas y las desventuras más amargas se recuerdan en verso, y relatos placenteros o incluso cómicos son repetidos una y otra vez para tranquilizar los espíritus y encontrar la calma. Cantar<\/b> se utiliza para recitar un poema, cantar una canción, o tocar un instrumento que pertenezca a la cultura del usuario. También puede utilizarse para aprender nuevas obras o crear composiciones originales.",
- "courtesy": "Cortesía",
- "courtesy-description": "Los Pueblos Libres reconocen normas comunes de decencia, y antiguas convenciones de comportamiento. Observar estas tradiciones demuestra respeto, y es una forma de establecer rápidamente una base amistosa incluso entre completos desconocidos.\nUn héroe que consiga una tirada de Cortesía<\/b> sabe qué decir en el momento oportuno para causar una buena impresión en su anfitrión, o tiene cuidado con sus modales cuando recibe huéspedes.",
- "riddle": "Acertijos",
- "riddle-description": "Debiendo su nombre al antiguo juego, la habilidad Acertijos<\/b> representa la capacidad de un héroe para sacar conclusiones de informaciones aparentemente inconexas, mediante deducción, razonamiento e intuición.\nUn aventurero también confía en los Acertijos<\/b> cuando se ve obligado a hablar de un tema, pero quiere omitir la mayor parte de lo que sabe, por ejemplo para explicar algo acerca de sí mismo sin revelar su auténtica identidad. Una costumbre aceptada entre muchas criuaturas, hablar en acertijos se suele permitir entre extraños que se encuentran por vez primera, y que quieren comunicarse sopesando mucho sus palabras. Esta habilidad también se utiliza cuando es el turno del héroe de extraer información útil de un acertijo hablado o escrito.",
- "custom-description": "Si bien la gente común teme a menudo que los héroes sean brutos poco civilizados, las vidas de éstos pueden depender a veces de conocer las palabras, la canción, o la respuesta adecuadas. Destacar en estas habilidades se considera un logro notable.",
- "craft": "Oficio",
- "craft-description": "La habilidad Oficio<\/b> no cubre realmente toda la gama de capacidades de herreros, constructores, u otros artesanos, sino que refleja el talento de un personaje para hacer o reparar cosas a mano, aunque hay rasgos como Herrería, Carpintería, que pueden utilizarse para reflejar la competencia en un oficio específico. Oficio<\/b> puede utilizarse para intentar arreglar la rueda de un carro, construir una almadía improvisada con madera encontrada en la orilla de un río, o incluso para encender una fogata en una colina ventosa.\nUn nivel de Oficio<\/b> elevado podría indicar que el héroe era artesano antes de empezar su vida aventurera. Algunas razas, como los enanos y los elfos noldor, reverencian los oficios como la expresión más elevada de la creatividad de un individuo.",
- "battle": "Guerrear",
- "battle-description": "El nivel de competencia de un héroe en esta habilidad muestra su comprensión de las reglas de la batalla, y su capacidad de mantener la calma cuando está envuelto en una confrontación violenta. La habilidad de Guerrear<\/b> puede utilizarse para obtener ventaja cuando se está envuelto en una lucha contra un grupo de enemigos, o para dirigir a una compañía de hombres en una batalla campal, y mantener el orden en medio del caos (el combate en sí lo cubren las habilidades de armas).",
- "lore": "Saber",
- "lore-description": "El Saber<\/b> expresa el amor de un héroe por los conocimientos, ya sea una fascinación por las descripciones de tierras distantes, o un interés por la genealogía familiar. Cuando una acción implica conocimiento de algún tipo, se requiere una tirada de Saber<\/b>.\nSe considera que los héroes conocen las tradiciones de su propia gente, y por lo tanto el Maestro del saber raramente debería requerir que un jugador hiciera una prueba de Saber<\/b> sobre información relativa a la cultura, el trasfondo, o la zona de la que originalmente procede su personaje.",
- "vocation-description": "Antes de que su resolución se endureciera y empujara a un héroe por la senda de la aventura, probablemente llevara una vida muy parecida a la de un individuo ordinario de su pueblo; aprendiendo un oficio, defendiendo a su gente, y absorbiendo su Sabiduría acumulada.",
- "weapon": "Arma",
- "weapon-encumbrance-abbreviation": "Imp.",
- "combat-values": "Valores de combate",
- "damage": "Daño",
- "ranged": "A distancia",
- "parry": "Parada",
- "shield": "Escudo",
- "head-gear": "Cubrecabeza",
- "gear": "Equipo",
- "description": "Descripción",
- "encumbrance-abbreviation": "Imp",
- "character-states": "Estados del personaje",
- "total-fatigue": "Fatiga total",
- "encumbrance-fatigue": "Fatiga de imp.",
- "travel-fatigue": "Fatiga de viaje",
- "total-shadow": "Sombra total",
- "temporal-shadow": "Sombra temp.",
- "permanent-shadow": "Sombra perm.",
- "miserable": "\nDesanimado",
- "wounded": "\nHerido",
- "wound-treated": "\nHerida Tratada",
- "rewards-and-virtues": "Recompensas & Virtudes",
- "rewards": "Recompensas",
- "virtues": "Virtudes",
- "progress-and-keepings": "Progreso & Pertenencias",
- "fellowship-pool": "Fondo de comunidad",
- "advancement-points": "Puntos de avance",
- "used-experience": "Experiencia usada",
- "unused-experience": "Experiencia no usada",
- "treasure": "Tesoro",
- "standing": "Estatus",
- "background": "Trasfondo",
- "notes": "Notas",
- "company": "Company",
- "guide": "Guide",
- "scout": "Scout",
- "huntsman": "Huntsman",
- "look-out_man": "Look-out Man",
- "fellowship-focus": "Foco de comunidad",
- "fellowship-phase": "Fase de comunidad",
- "sanctuaries": "Santuarios",
- "patron": "Patrones",
- "tale-of-years": "Cómputo de los años",
- "year": "Año",
- "event-description": "Descripción del acontecimiento",
- "rolls-for": "tira",
- "protection": "Protección",
- "injury": "Herida",
- "target-number": "Número objetivo",
- "attacks-with": "ataca con",
- "attacks-with-a": "ataca con"
+{
+ "sheet-type-Player-Character": "Personaje Jugador",
+ "sheet-type-LM-Character": "Personaje del MS",
+ "sheet-type-Adversary": "Adversario",
+ "attribute-level": "Nivel de atributo",
+ "weary-state": "Estado de cansancio",
+ "weary-normal": "No cansado",
+ "weary-weary": "Cansado",
+ "endurance": "Aguante",
+ "hate": "Odio",
+ "parry-and-shield": "Parada & Escudo",
+ "armour": "Armadura",
+ "skills": "Habilidades",
+ "personality": "Personalidad",
+ "survival": "Supervivencia",
+ "movement": "Movimiento",
+ "custom": "Costumbres",
+ "perception": "Percepción",
+ "vocation": "Vocación",
+ "weapon-skills": "Habilidades de armas",
+ "weapon-name": "Nombre",
+ "weapon-rating": "Rango",
+ "weapon-damage": "Daño",
+ "weapon-edge": "Filo",
+ "weapon-injury": "Herida",
+ "weapon-called-shot": "Golpe apunt.",
+ "special-abilities": "Habilidades especiales",
+ "hope": "Esperanza",
+ "character-name": "Nombre",
+ "culture": "Cultura",
+ "standard-of-living": "Nivel de Vida",
+ "cultural-blessing": "Bendición cultural",
+ "calling": "Ocupación",
+ "shadow-weakness": "Debilidad ante la Sombra",
+ "specialities": "Especialidades",
+ "distinctive-features": "Rasgos distintivos",
+ "attributes": "Atributos",
+ "body": "Cuerpo",
+ "body-description": "Un personaje con una puntuación elevada de Cuerpo puede ser duro y vigoroso, o bien alto y ágil, o incluso atractivo o imponente. Todo aspecto de un personaje que se basa en el vigor o en el bienestar físico viene representado en el juego por el Cuerpo.",
+ "favoured": "Favorito",
+ "heart": "Corazón",
+ "heart-description": "Mide la capacidad de un personaje para la emoción, la energía, y el entusiasmo. Un héroe con una puntuación de Corazón elevada puede ser ardiente, intenso, y difícil de desanimar. Las actividades que se benefician de un carácter apasionado o enérgico pueden verse influenciadas por la puntuación de Corazón de un personaje.",
+ "wits": "Mente",
+ "wits-description": "Un héroe con una puntuación elevada de Mente puede ser inteligente, atento, y tenaz. Una persona perspicaz piensa rápido, y está probablemente alerta y vigilante, por lo que cualquier acción que exija dichas cualidades se suele beneficiar de la puntuación de Mente de un héroe.",
+ "valour": "Valor",
+ "valour-description": "El Valor es una medida del coraje de un personaje, que se templa mediante gestas peligrosas. Un hombre de valor está dispuesto a ponerse en peligro a cambio de la seguridad de otros. En una época en la que nuevas amenazas surgen cada día, el Valor es una virtud muy apreciada, y un aventurero valiente es a menudo estimado por encima de todos los demás individuos. Por esta razón, el rango de un héroe en Valor también refleja el nivel de renombre que ha alcanzado llevando a cabo grandes gestas.",
+ "wisdom": "Sabiduría",
+ "wisdom-description": "El conocimiento de las propias capacidades de un personaje, su confianza en sí mismo, y su capacidad de buen juicio cambian y mejoran con las luchas y los conflictos. Una característica con profundas implicaciones personales, el rango de un héroe en Sabiduría es también un indicativo del estatus del mismo ante quieenes aprecian estas cualidades.",
+ "common-skills": "Habilidades comunes",
+ "skill-groups": "Grupos habil.",
+ "awe": "Impresionar",
+ "awe-description": "Esta habilidad mide la capacidad de un héroe para provocar respeto en los presentes, y a menudo determina la impresión que un héroe causa sobre alguien con quien se encuentra por vez primera. Dependiendo de las circunstancias, y de las intenciones o disposición del héroe, se puede utilizar para inspirar asombro, admiración, o incluso temor. Una determinada impresión puede derivar del carisma espontáneo de un personaje, pero puede ser activamente inducida por una entrada dramática o un atuendo impresionante.
Un uso con éxito de la habilidad provoca el efecto elegido. Un fallo puede no tener ningún efecto notable... ¡o llevar al resultado opuesto! Conseguir un gran éxito significa que el héroe se ha ganado los corazones de los presentes, o que les ha intimidado para que permanezcan sumisos y en silencio. Un éxito extraordinario puede producir la reverencia abierta, o el pánico.",
+ "inspire": "Inspirar",
+ "inspire-description": "Un héroe capaz de inspirar a otros puede instilarles un sentimiento positivo, impulsándoles a actuar en el asunto que se tenga entre manos. Esta es una proeza conseguida sobre todo a través del ejemplo, el carisma, y la convicción personal, más que a través del uso efectivo de las palabras (que entra dentro de la habilidad Persuadir, a la derecha). Puede utilizarse para empujar a la acción a individuos ociosos, pero es especialmente efectiva para influenciar multitudes. Los héroes con niveles elevados de Inspirar pueden ser oradores convincentes, agitadores apasionados, y líderes entrañables.
Una tirada de Inspirar con éxito despierta el sentimiento elegido en el objetivo, mientras no sea lo opuesto a su opinión o disposición actual. Un gran éxito basta para influenciar a individuos que antes no estaban interesados, y un éxito extraordinario puede convertir a rivales en partidarios.",
+ "persuade": "Persuadir",
+ "persuade-description": "Esta habilidad permite a un héroe aplicar su raciocinio para convencer a otro individuo de una idea o curso de acción. Puede utilzarse para influenciar a pequeños grupos de oyentes, pero sólo si se utiliza en un contexto o situación social apropiados (por ejemplo una sala común). Un intento de persuasión requiere más tiempo que otas habilidades de personalidad, porque es una acción más compleja. Un nivel alto de Persuadir denota una elocuencia poco común, amor por las palabras, y un conocimiento de su uso adecuado, y de sus efectos sobre quienes las escuchan. Los hombres sabios, los consejeros de los caudillos y de los reyes, y sus mensajeros, todos ellos comparten esta pasión por la palabra hablada.
El uso con éxito de la habilidad permite al héroe convencer a su audiencia de los fallos de su posición actual. Un gran éxito cocnvence al objetivo de la cualidad de la posición del héroe, mientas que un éxito extraordinario podría convertir al objetivo en un firme creyente.",
+ "personality-description": "La personalidad de un héroe aflora en términos de juego a través de su capacidad para impresionar, animar e influenciar a otros. Un buen nivel de competencia en las tres habilidades de este grupo es la marca de un líder.",
+ "athletics": "Atletismo",
+ "athletics-description": "El Atletismo es una habilidad amplia, puesto que cubre la mayoría de las actividades físicas que un héroe podría emprender durante sus aventuras, inclyendo correr, saltar, trepar, nadar, y lanzar piedras u otros objetos pequeños. Los héroes que poseen un nivel elevado de Atletismo muestran una combinación ganadora de habilidad física, elegancia y control, obtenidas por lo general a través del ejercicio continuo, y de una vigorosa actividad diaria.
Una tirada con éxito de Atletismo da lugar a un resultado satisfactorio en la actividad física, mientras que una tirada fallida podría incluso dar pie a graves daños, dependiendo de las circunstancias. Un éxito grande o extraordinario sugiere un resultado espectacular.",
+ "travel": "Viajar",
+ "travel-description": "En la Tercera Edad las ciudades, pueblos y aldeas de la Tierra Media están a menudo separados por muchas leguas de zonas salvajes o desérticas. Los camnios que antaño llevaban con seguridad a reinos distantes, a menudo acaban en senderos que no llevan a ninguna parte.
Cuando la compañía precisa cubrir una distancia a través de un territorio incierto, incluyendo cuando va en bote, se requiere que todo compañero lleve a cabo una o más pruebas de la habilidad Viajar para evitar cansarse demasiado pronto. Si bien ciertamente es producto de la experiencia, el uso de Viajar se beneficia sobre todo de la fuerza de espíritu de un héroe.",
+ "stealth": "Sigilo",
+ "stealth-description": "Un héroe recurre al Sigilo siempre que necesita o se ve obligado a actuar de forma furtiva o secreta. La habilidad incluye ocultarse o moverse en silencio, y seguir de cerca a individuos. Estas actividades se basan a menudo en la rapidez y en la precisión, por lo que un héroe sigiloso combina su precaución practicada con la capacidad de reconocer el momento adecuado para arriesgarse. Cazadores, saqueadores, y guerreros solitarios utilizan el Sigilo para prosperar en sus profesiones.
Una tirada de Sigilo con éxito indica que el personaje ha pasado desapercibido, mientras que un fallo ha atraído casi con certeza una atención no deseada.
Un éxito grande o extraordinario consigue un resultado tan impecable, que podría ser imposible rastrear las acciones del héroe tras el hecho.",
+ "movement-description": "La pasta de la que está hecho un aventurero veterano viene dada por su capacidad de salvar obstáculos, soportar largos viajes, y moverse en secreto.",
+ "awareness": "Alerta",
+ "awareness-description": "La habilidad Alerta representa la capacidad de un héroe para reacionar, y darse cuenta de algo inesperado, fuera de lo ordinario, o difícil de detectar. Refleja a la vez unos sentidos agudos y la experiencia necesaria para entender lo que ves y oyes.
Un nivel elevado de Alerta expresa una vigilancia extraordinaria, y es mu útil al miembro de la compañía que ocupa el papel de vigía.",
+ "insight": "Perspicacia",
+ "insight-description": "La Perspicacia es la capacidad de un héroe para ver más allá de las apariencias, reconociendo los pensamientos y creencias ocultos de la gente. Con Perspicacia los héroes puede reconocer cuando alguien les miente, y extraer conclusiones útiles acerca de los motivos de la gente. Un héroe con una puntuación elevada de Perspicacia es a menudo reconocido como un individuo sensible y con criterio, y muchos podrían buscar sus consejos.
Una tirada con éxito de Perspicacia proporciona al héroe un retrato fiel, aunque parcial, del personaje observado. Un éxito grande o extraordinario revela verdades acerca de un individuo que él mismo podría ignorar. Las pruebas de Perspicacia se pueden tirar en oposición a un adeversario que use Persuadir o cualquier otra habilidad de personalidad.",
+ "search": "Buscar",
+ "search-description": "Buscar se utiliza cuando se intenta encontrar algo examinando de cerca. Esta habilidad puede permitir a un héroe registrar una biblioteca para encontrar una información relevante, buscar puertas secretas o inscripciones ocultas, reconocer un rostro familiar en una multitud, o incluso registrar las ropas de un sospechoso de ser un ladrón. Se requiere una tirada por cada inspección de un área pequeña, como por ejemplo una habitación. Las tiradas de Buscar se llevan a cabo principalmente a instancias del jugador, en vez del Maestro del Saber, porque la percepción pasiva de los personajes se suele determinar mediante la Alerta.
Una tirada con éxito de Buscar permite por lo general a los personajes encontrar lo que están buscando, si se encuentra en la zona registrada. Un éxito grande o extraordinario suele indicar una resolución más rápida. Si el objeto está particularmente bien escondido, el Maestro del saber podría decidir que se requiere un nivel mayor de éxito para descubrirlo.",
+ "perception-description": "La capacidad de ser capaz de darse cuenta de detalles ocultos a menudo vale la pena, ya se trate de oír un ruido extraño que delata una emboscada, ser capaz de ver un leve brillo en los ojos de un mentiroso, o descubrir la grieta en un muro que revela una puerta secreta.",
+ "explore": "Explorar",
+ "explore-description": "Los aventureros confían en su habilidad de Explorar cuando recorren una zona poco familiar del Yermo. Una tirada de Explorar se puede requerir durante un viaje para mantenerse en la dirección correcta, o para volver a la ruta después de un desvío; para soportar unas condiciones climatológicas adversas, u otro tipo de obstáculos naturales; para crear sendas a través de las tierras salvajes que otros puedan seguir; o para elegir un lugar adecuado donde acampar. Un nivel elevado de Explorar es un recurso valiosísimo para el miembro de la compañía que haga de explorador para su grupo aventurero.",
+ "healing": "Curar",
+ "healing-description": "El conocimiento de cómo aliviar el dolor y aplicar remedios para restaurar la salud a los que sufren es antiguo, y los tratamientos difieren de una cultura a otra. Casi todas las tradiciones coinciden en el tratamiento de las heridas graves, que deben ser atendidas de inmediato y así impedir que empeoren.
La habilidad de Curar incluye reducir fracturas y usar hierbas o bálsamos, pero el desenlace se basa en la capacidad del sanador de comprender qué le sucede al doliente y determinar qué se tiene que hacer.",
+ "hunting": "Cazar",
+ "hunting-description": "Saber cazar es una habilidad fundamental familiar para la mayoría de habitantes de la Tierra Media. Se puede requerir una tirada de Cazar para cualquier tarea relacionada, como por ejemplo perseguir a una criatura por zonas salvajes, encontrar huellas y seguirlas, o identificar a una presa por su rastro.
La habilidad también cubre preparar trampas, y el entrenamiento y uso de los perros o aves de presa. En las áreas más alvajes, los cazadores aprenden a aplicar su oficio a presas más peligrosas, com por ejemplo orcos, arañas, o huargos puesto que si no, se arriesgan a convertirse en presa.",
+ "survival-description": "Las tres habilidades de este grupo, esenciales para un aventurero ambulante, hacen que un héroe se convierta en un miento muy valioso de una compañía.",
+ "song": "Cantar",
+ "song-description": "Los hobbits y los hombres, los elfos y los enanos, incluso los trasgos y quizá los orcos: todas las criaturas de la Tierra Media demuestran su alegría tocando instrumentos musicales o cantando. Las grandes gestas y las desventuras más amargas se recuerdan en verso, y relatos placenteros o incluso cómicos son repetidos una y otra vez para tranquilizar los espíritus y encontrar la calma. Cantar se utiliza para recitar un poema, cantar una canción, o tocar un instrumento que pertenezca a la cultura del usuario. También puede utilizarse para aprender nuevas obras o crear composiciones originales.",
+ "courtesy": "Cortesía",
+ "courtesy-description": "Los Pueblos Libres reconocen normas comunes de decencia, y antiguas convenciones de comportamiento. Observar estas tradiciones demuestra respeto, y es una forma de establecer rápidamente una base amistosa incluso entre completos desconocidos.
Un héroe que consiga una tirada de Cortesía sabe qué decir en el momento oportuno para causar una buena impresión en su anfitrión, o tiene cuidado con sus modales cuando recibe huéspedes.",
+ "riddle": "Acertijos",
+ "riddle-description": "Debiendo su nombre al antiguo juego, la habilidad Acertijos representa la capacidad de un héroe para sacar conclusiones de informaciones aparentemente inconexas, mediante deducción, razonamiento e intuición.
Un aventurero también confía en los Acertijos cuando se ve obligado a hablar de un tema, pero quiere omitir la mayor parte de lo que sabe, por ejemplo para explicar algo acerca de sí mismo sin revelar su auténtica identidad. Una costumbre aceptada entre muchas criuaturas, hablar en acertijos se suele permitir entre extraños que se encuentran por vez primera, y que quieren comunicarse sopesando mucho sus palabras. Esta habilidad también se utiliza cuando es el turno del héroe de extraer información útil de un acertijo hablado o escrito.",
+ "custom-description": "Si bien la gente común teme a menudo que los héroes sean brutos poco civilizados, las vidas de éstos pueden depender a veces de conocer las palabras, la canción, o la respuesta adecuadas. Destacar en estas habilidades se considera un logro notable.",
+ "craft": "Oficio",
+ "craft-description": "La habilidad Oficio no cubre realmente toda la gama de capacidades de herreros, constructores, u otros artesanos, sino que refleja el talento de un personaje para hacer o reparar cosas a mano, aunque hay rasgos como Herrería, Carpintería, que pueden utilizarse para reflejar la competencia en un oficio específico. Oficio puede utilizarse para intentar arreglar la rueda de un carro, construir una almadía improvisada con madera encontrada en la orilla de un río, o incluso para encender una fogata en una colina ventosa.
Un nivel de Oficio elevado podría indicar que el héroe era artesano antes de empezar su vida aventurera. Algunas razas, como los enanos y los elfos noldor, reverencian los oficios como la expresión más elevada de la creatividad de un individuo.",
+ "battle": "Guerrear",
+ "battle-description": "El nivel de competencia de un héroe en esta habilidad muestra su comprensión de las reglas de la batalla, y su capacidad de mantener la calma cuando está envuelto en una confrontación violenta. La habilidad de Guerrear puede utilizarse para obtener ventaja cuando se está envuelto en una lucha contra un grupo de enemigos, o para dirigir a una compañía de hombres en una batalla campal, y mantener el orden en medio del caos (el combate en sí lo cubren las habilidades de armas).",
+ "lore": "Saber",
+ "lore-description": "El Saber expresa el amor de un héroe por los conocimientos, ya sea una fascinación por las descripciones de tierras distantes, o un interés por la genealogía familiar. Cuando una acción implica conocimiento de algún tipo, se requiere una tirada de Saber.
Se considera que los héroes conocen las tradiciones de su propia gente, y por lo tanto el Maestro del saber raramente debería requerir que un jugador hiciera una prueba de Saber sobre información relativa a la cultura, el trasfondo, o la zona de la que originalmente procede su personaje.",
+ "vocation-description": "Antes de que su resolución se endureciera y empujara a un héroe por la senda de la aventura, probablemente llevara una vida muy parecida a la de un individuo ordinario de su pueblo; aprendiendo un oficio, defendiendo a su gente, y absorbiendo su Sabiduría acumulada.",
+ "weapon": "Arma",
+ "weapon-encumbrance-abbreviation": "Imp.",
+ "combat-values": "Valores de combate",
+ "damage": "Daño",
+ "ranged": "A dist.",
+ "parry": "Parada",
+ "shield": "Escudo",
+ "head-gear": "Cubrecabeza",
+ "gear": "Equipo",
+ "description": "Descripción",
+ "encumbrance-abbreviation": "Imp",
+ "character-states": "Estados del personaje",
+ "total-fatigue": "Fatiga total",
+ "encumbrance-fatigue": "Fatiga de imp.",
+ "travel-fatigue": "Fatiga de viaje",
+ "total-shadow": "Sombra total",
+ "temporal-shadow": "Sombra temp.",
+ "permanent-shadow": "Sombra perm.",
+ "miserable": "\nDesanimado",
+ "wounded": "\nHerido",
+ "wound-treated": "\nHerida Tratada",
+ "rewards-and-virtues": "Recompensas & Virtudes",
+ "rewards": "Recompensas",
+ "virtues": "Virtudes",
+ "progress-and-keepings": "Progreso & Pertenencias",
+ "fellowship-pool": "Fondo de comunidad",
+ "advancement-points": "Puntos de avance",
+ "experience": "Experiencia",
+ "treasure": "Tesoro",
+ "standing": "Estatus",
+ "background": "Trasfondo",
+ "notes": "Notas",
+ "company": "Compañía",
+ "guide": "Guía",
+ "scout": "Explorador",
+ "huntsman": "Cazador",
+ "look-out_man": "Vigía",
+ "fellowship-focus": "Foco de comunidad",
+ "fellowship-phase": "Fase de comunidad",
+ "sanctuaries": "Santuarios",
+ "patron": "Patrones",
+ "tale-of-years": "Cómputo de los años",
+ "year": "Año",
+ "event-description": "Descripción del acontecimiento",
+ "mount": "Montura",
+ "mount-name": "Nombre",
+ "mount-type": "Tipo",
+ "mount-size": "Tam.",
+ "mount-riding-mod": "Mod. monta",
+ "mount-charge-bonus": "Bon. carga",
+ "mount-arm-red": "Red.Arm.",
+ "mount-qualities": "Cualidades",
+ "rolls-for": "tira",
+ "against-tn": "contra NO",
+ "protection": "Protección",
+ "injury": "Herida",
+ "target-number": "Número objetivo",
+ "attacks-with": "ataca con",
+ "attacks-with-a": "ataca con",
+ "charges-with": "carga con",
+ "an-attack": "para atacar"
}
\ No newline at end of file
diff --git a/The One Ring/translations/fr.json b/The One Ring/translations/fr.json
index 54a953d854..47182970e5 100644
--- a/The One Ring/translations/fr.json
+++ b/The One Ring/translations/fr.json
@@ -1,144 +1,154 @@
{
- "sheet-type-Player-Character": "Personnage joueur",
- "sheet-type-LM-Character": "LM Character",
+ "sheet-type-Player-Character": "Personnage Joueur",
+ "sheet-type-LM-Character": "PNJ",
"sheet-type-Adversary": "Adversaire",
- "attribute-level": "Niveau de l’attribut",
- "weary-state": "État de fatigue",
- "weary-normal": "Pas fatigué",
- "weary-weary": "Fatigué",
+ "attribute-level": "Niveau d'Attribut",
+ "weary-state": "État d'Épuisement",
+ "weary-normal": "Normal",
+ "weary-weary": "Épuisé",
"endurance": "Endurance",
"hate": "Haine",
- "parry-and-shield": "Parade & Bouclier",
- "armour": "Armure ",
+ "parry-and-shield": "Parade & Bouclier",
+ "armour": "Armure",
"skills": "Compétences",
"personality": "Personnalité",
"survival": "Survie",
- "movement": "Mouvement",
- "custom": "Personnalisé",
+ "movement": "Déplacement",
+ "custom": "Coutume",
"perception": "Perception",
- "vocation": "Vocation",
- "weapon-skills": "Compétences d'Arme",
+ "vocation": "Métier",
+ "weapon-skills": "Compétences d'Armes",
"weapon-name": "Nom",
- "weapon-rating": "Rating",
- "weapon-damage": "Dég.",
- "weapon-edge": "Chance",
+ "weapon-rating": "Rang",
+ "weapon-damage": "Dégâts",
+ "weapon-edge": "Taille",
"weapon-injury": "Bless.",
- "weapon-called-shot": "Tir ciblé",
- "special-abilities": "Capacité Spéciales",
+ "weapon-called-shot": "Coup Précis",
+ "special-abilities": "Capacités Spéciales",
"hope": "Espoir",
- "character-name": "Nom du personnage",
+ "character-name": "Nom",
"culture": "Culture",
- "standard-of-living": "Niveau de vie",
- "cultural-blessing": "Bénédiction culturelle",
- "calling": "Calling",
- "shadow-weakness": "Shadow Weakness",
- "specialities": "Spécialisations",
- "distinctive-features": "Distinctive Features",
+ "standard-of-living": "Niveau de Vie",
+ "cultural-blessing": "Avantage Culturel",
+ "calling": "Vocation",
+ "shadow-weakness": "Part d'Ombre",
+ "specialities": "Spécialités",
+ "distinctive-features": "Particularités",
"attributes": "Attributs",
"body": "Corps",
- "body-description": "Un personnage avec un score élevé de Corps peut être robuste et en forme, ou grand et agile, ou même attrayant ou imposant. Tous les aspects d’un personnage qui s’appuie sur la vigueur ou le bien-être physique sont représenté dans le jeu par Corps.",
- "favoured": "Favorisé",
- "heart": "Cœur",
- "heart-description": "Mesure la capacité d’un personnage pour l’émotion, l’énergie et enthousiasme. Un héros avec un haut score de cœur peut être ardent, intense et difficile à démoraliser. Les activités qui profitent d’un tempérament passionné ou énergique peuvent être influencées par le score de cœur du personnage.",
- "wits": "Astuce",
- "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.",
+ "body-description": "Un personnage doté d'une valeur de Corps élevée peut être robuste et en pleine forme, grand et agile, voire imposant ou séduisant.
Tous les aspects d'un personnage qui se rattachent à la vigueur ou au bien-être physique sont représentés dans le jeu par le Corps.",
+ "favoured": "Amélioré",
+ "heart": "Coeur",
+ "heart-description": "Mesure le potentiel d'un personnage en termes d'émotions, d'allant et d'enthousiasme.
Un héros pourvu d'une valeur de Cœur élevée peut être fougueux, exalté et difficile à démoraliser.
Cette valeur peut aussi influencer les actions qui tirent avantage d'un caractère fort ou passionné.",
+ "wits": "Esprit",
+ "wits-description": "Un héros doté d'une valeur d'Esprit élevée peut être intelligent, attentif et d'une grande force de volonté.
Un personnage malin réfléchit vite et est sans doute alerte et vigilant, si bien que les actions faisant appel à ces qualités dépendront de la valeur d'Esprit du héros.",
"valour": "Vaillance",
- "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds. When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.",
+ "valour-description": "La Vaillance mesure le courage du personnage face aux épreuves dangereuses. Un homme vaillant est prêt à se mettre en danger pour le bien d'autrui. A une époque où de nouvelles menaces apparaissent chaque jour, le courage est hautement apprécié et un aventurier de cette sorte est souvent plus estimé que d'autres. Pour cette raison, le rang de Vaillance reflète aussi le niveau de renom que le personnage atteint par ses prouesses.
Quand un joueur décide de favoriser la Vaillance sur la Sagesse, ce sont ses actions - et non pas son jugement - qui affirmeront son statut aux yeux des autres. Après des débuts comme aventurier et vagabond, un héros peut un jour égaler la réputation et le respect d'un illustre champion ou d'un roi.",
"wisdom": "Sagesse",
- "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities. When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.",
+ "wisdom-description": "La conscience du personnage en ses propres capacités, sa confiance en lui et son jugement se modifient et s'améliorent au cours de conflits et de luttes. Caractéristique aux profondes implications personnelles, le rang de Sagesse du héros détermine aussi son staut aux yeux de ceux qui chérissent cette qualité.
Quand la Sagesse est préférée à la Vaillance au moment de dépenser des points d'Expérience, cela suggère que les aventures du héros l'ont affecté subtilement mais profondément. Débutant en tant que personnage plus ou moins ingénu à l'esprit aventureux, le héros peut finir par atteindre la maturité et la sagacité d'un Sage.",
"common-skills": "Compétences communes",
- "skill-groups": "Skill Groups",
- "awe": "Awe",
- "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire. A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.",
- "inspire": "Inspire",
- "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men. A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.",
+ "skill-groups": "Groupes de Compétences",
+ "awe": "Présence",
+ "awe-description": "Indique la capacité d'un héros à inspirer le respect et détermine l'impression qu'il fait aux individus qu'il rencontre pour la première fois. Selon les circonstances, il pourra susciter l'émerveillement, l'admiration, voire la peur. La Présence découle du charisme naturel du personnage, mais peut aussi être mise en oeuvre au moyen d'une entrée remarquée ou de vêtements impressionnants.
Un jet de Présence réussi provoque l'effet recherché. Un échec ne donne rien et peut même provoquer un effet contraire à celui espéré ! Un succès supérieur permet de gagner le coeur des individus présents, ou de les réduire au silence en les intimidant. Un succès extraordinaire suscitera certainement un sentiment de vénération ou de panique.",
+ "inspire": "Inspiration",
+ "inspire-description": "Le héros est capable d'inspirer des émotions positives à ceux qui l'entourent pour les pousser à ne pas rester inactifs. On y parvient principalement en montrant l'exemple, en faisant preuve de charisme ou en affichant ses convictions personnelles plutôt qu'en s'appuyant sur la force de la parole (ce qui correspond davantage à la Persuasion). On peut se servir de cette compétence sur des individus mais elle est particulièrement efficace pour influencer les foules. Les héros dotés d'une valeur d'Inspiration élevée sont de formidables orateurs, des agitateurs passionnés ou des chefs appréciés.
Un jet d'Inspiration réussi suscite le sentiment voulu tant qu'il n'est pas en contradiction avec l'humeur actuelle du sujet. Un succès supérieur permet d'influencer des individus différents, tandis qu'un succès extraordinaire fera de vos rivaux de véritables partisans à votre cause.",
"persuade": "Persuasion",
- "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word. The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.",
- "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.",
+ "persuade-description": "Cette compétence permet au héros de recourir à ses facultés de raisonnement pour convaincre autrui, qu'il s'agisse d'une idée ou de la marche à suivre. Elle peut servir à influencer de petits groupes d'auditeurs, mais seulement si le contexte s'y prête, comme dans une salle commune. Une tentative de Persuasion demande plus de temps que les autres compétences de Personnalité, mais son effet sur les actions d'autres personnes s'inscrit d'avantage dans la durée. Une valeur de Persuasion élevée dénote une éloquence hors du commun, un véritable goût pour la parole, mais aussi la connaissance de son maniement et de ses effets sur un public. Les sages, les conseillers des chefs et des rois ainsi que leurs messagers partagent cette passion pour la parole donnée.
Un jet de Persuasion réussi permet au héros de convaincre ses interlocuteurs des faiblesses de leur opinion. Un succès supérieur convaincra un individu du bien-fondé de la proposition du héros, tandis qu'un succès extraordinaire fera de ce même invididu un fervent partisan.",
+ "personality-description": "Grâce à sa Personnalité, le héros impressionne, galvanise et influence son entourage. Un bon niveau de maîtrise dans les trois compétences de ce groupe constitue la marque de fabrique des chefs.",
"athletics": "Athlétisme",
- "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion. A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.",
+ "athletics-description": "L'Athlétisme est une compétence très large qui couvre l'ensemble des activités physiques auxquelles un héros se livre pendant une aventure, qu'il s'agisse de courir, sauter, grimper, nager ou encore lancer des pierres et d'autres objets de petite taille. Les héros dotés d'une valeur d'Athlétisme élevée déploient une combinaison gagnante de prouesses physiques, de grâce et de contrôle généralement acquise au fil d'exercices quotidiens.
Un jet d'Athlétisme couronné de succès permet de réussir l'activité physique entreprise. Selon les circonstances, un échec pourra entrainer de sérieuses blessures. Un succès supérieur ou extraordinaire aura certainement des conséquences spectaculaires.",
"travel": "Voyage",
- "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere. When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.",
+ "travel-description": "Au Troisième Âge, les cités, villes et villages de la Terre du Milieu sont séparés par de nombreuses lieues de régions sauvages ou désertes. Les routes jadis utilisées pour se rendre en toute sécurité vers de lointains royaumes finissent par prendre la forme de chemins défoncés ne menant nulle part.
Quand la compagnie doit voyager en terrain inconnu (y compris par voie fluviale ou maritime), chaque héros doit effectuer un ou plusieurs tests de Fatigue en utilisant sa compétence Voyage pour éviter de céder trop rapidement à la fatigue. S'ils peuvent être le fruit de l'expérience, les avantages de la compétence Voyage découlent avant tout de la force de caractère du personnage.",
"stealth": "Discrétion",
- "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade. A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention. A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.",
- "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.",
+ "stealth-description": "Un héros fait appel à la Discrétion quand il lui faut agir sans se faire remarquer. Il peut avoir besoin de se cacher, de se déplacer en silence ou de suivre quelqu'un. Ces actions nécessitent généralement célérité et précision. Un héros discret fera donc preuve de prudence et saura saisir sa chance pour agir au meilleur moment. Cette compétence est très utile aux chasseurs, cambrioleurs et combattants solitaires.
Un jet de Discrétion réussi permet au personnage de passer inaperçu. En cas d'échec, il risque au contraire d'attirer l'attention. Un succès supérieur ou extraordinaire produit un résultat si parfait, qu'il sera ensuite impossible de remonter jusqu'au héros.",
+ "movement-description": "Surmonter les obstacles, supporter de longs voyages et se déplacer sans se faire remarquer, voilà de quoi sont capables les aventuriers endurcis.",
"awareness": "Vigilance",
- "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear. A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.",
- "insight": "Perspicacité",
- "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.",
+ "awareness-description": "La Vigilance regroupe les facultés de réaction du héros, mais elle lui permet aussi de remarquer quelque chose d'inatendu, qui sort de l'ordinaire ou qui est difficilement détectable. Une valeur de compétence élevée reflète des sens aiguisés et l'expérience nécessaire pour comprendre ce que vous voyez et entendez.
Une valeur de Vigilance élevée traduit une attention extraordinaire et est très utile pour un personnage faisant office de guetteur pour la compagnie.",
+ "insight": "Intuition",
+ "insight-description": "L'Intuition permet de voir au-delà des apparences, de prendre conscience des croyances et des pensées cachées d'autrui. Les héros dotés de cette compétence reconnaitront les menteurs et tireront des conclusions utiles au sujet des motivations des gens. Un héros doté d'une valeur d'Intuition élevée passe pour un individu sensible et éclairé, nombreux sont ceux qui recherchent ses conseils.
Un jet d'Intuition réussi offre au héros un portrait fidèle, mais partiel, du personnage observé. Un succès supérieur ou extraordinaire révèle au sujet d'un individu des faits dont lui-même est inconscient. Les tests d'Intuition peuvent être opposés à un adversaire usant de Persuasion ou d'une autre compétence de Personnalité.",
"search": "Fouille",
- "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.",
- "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.",
+ "search-description": "Un héros utilise sa compétence de Fouille quand il tente de trouver quelque chose au moyen d'un examen minutieux. Avec cette compétence, il peut faire des recherches dans une bibliothèque pour y découvrir un renseignement intéressant, trouver une porte cachée ou des inscriptions dissimulées, reconnaitre un visage familier dans une foule ou même fouiller un voleur présumé. Un jet est nécessaire pour l'inspection d'une petite zone, comme une pièce. Les jets de Fouille sont généralement demandés par les joueurs et non par le Gardien des Légendes. C'est la compétence Vigilance qui permet de voir si les personnages remarquent quelque chose de façon passive.
Un jet de Fouille couronné de succès permet habituellement aux personnages de trouver ce qu'ils cherchent, si cela relève du domaine du possible. Un succès supérieur ou extraordinaire permet de mener à bien les recherches plus rapidement. Dans le cas d'un objet particulièrement bien caché, le Gardien des Légendes pourra relever le niveau de réussite exigé.",
+ "perception-description": "Les plus petits détails ont parfois de l'importance, qu'il s'agisse d'un bruit curieux témoignant de la possibilité d'une embuscade, d'une lueur étrange dans les yeux d'un menteur, ou d'une fissure dans un mur qui dévoile la présence d'une porte secrète.",
"explore": "Exploration",
- "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.",
- "healing": "Soins",
- "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening. The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.",
+ "explore-description": "Les aventuriers utilisent la compétence Exploration quand ils parcourent une région peu familière. Durant ses voyages, la compagnie devra certainement effectuer un test d'Exploration pour trouver sa direction ou retrouver son chemin après avoir fait un détour; pour faire face à une météo difficile et autres risques naturels; pour ouvrir en milieu sauvage des sentiers que d'autres pourront ensuite emprunter; ou encore pour choisir le bon emplacement où dresser un camp. Une valeur d'Exploration élevée est précieuse pour tout personnage faisant office d'Eclaireur pour son groupe d'aventuriers.",
+ "healing": "Guérison",
+ "healing-description": "Les connaissances qui permettent de soulager la douleur et de soigner les malades et les blessés sont anciennes et différentes d'une culture à une autre. Presque toutes les traditions sont néanmoins d'accord sur un point : les blessures graves doivent être soignées sur-le-champ sous peine d'empirer.
La compétence Guérison permet de réduire une fracture, de se servir d'herbes et de baumes, mais le résultat dépend avant tout du diagnostic établi par le guérisseur et du choix du remède à employer.",
"hunting": "Chasse",
- "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.",
- "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.",
- "song": "Chanson",
- "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort. Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.",
- "courtesy": "Courtesy",
- "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers. A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.",
- "riddle": "Riddle",
- "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition. An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity. An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.",
- "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.",
- "craft": "Craft",
- "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill. A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.",
- "battle": "Battle",
- "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).",
- "lore": "Lore",
- "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.",
- "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.",
- "weapon": "Weapon",
- "weapon-encumbrance-abbreviation": "Enc",
- "combat-values": "Combat Values",
- "damage": "Damage",
- "ranged": "Ranged",
+ "hunting-description": "L'art de la Chasse est un savoir-faire crucial fort répandu sur la Terre du Milieu. Un jet de compétence peut être nécessaire pour traquer un animal en milieu sauvage, pour trouver une piste et la suivre, ou pour identifier une proie aux traces qu'elle a laissées.
Cette compétence permet aussi de concevoir des pièges et de dresser des chiens de chasse et des rapaces. Dans les régions les plus reculées, les chasseurs exercent leur talent contre des créatures beaucoup plus dangereuses comme les Orques, les Araignées et les Wargs, quand ils ne deviennent pas eux-mêmes des proies.",
+ "survival-description": "Essentielles pour les aventuriers qui roulent leur bosse, les trois compétences de ce groupe font du héros un membre précieux de la compagnie.",
+ "song": "Chant",
+ "song-description": "Hobbits et Hommes, Elfes et Nains, les Gobelins et peut-être même les Orques, toutes les créatures de la Terre du Milieu festoient en jouant de la musique et en chantant. Les plus grands exploits et les pires malheurs sont mis en vers, et les gens trouvent parfois le réconfort au moyen de récits agréables ou comiques.
La compétence Chant sert à réciter des poèmes, à chanter ou à jouer d'un instrument adapté à la culture du personnage. Elle permet aussi d'apprendre de nouvelles oeuvres et de produire des compositions originales.",
+ "courtesy": "Courtoisie",
+ "courtesy-description": "Les Peuples Libres observent de vieilles règles de conduite et de convenance. Ces traditions accordent une grande valeur au respect et permettent de nouer rapidement des relations amicales avec de parfaits inconnus.
Un héros qui réussit un jet de Courtoisie sait quoi dire au moment opportun pour faire bonne impression auprès de son hôte ou attacher de l'importance à l'accueil qu'il réserve à ses invités.",
+ "riddle": "Énigmes",
+ "riddle-description": "Cette compétence, qui tire son nom d'un vieux jeu d'esprit, permet au héros d'associer des bribes d'informations apparemment décousues pour en tirer de véritables conclusions en faisant appel à la déduction, au raisonnement et à l'intuition.
Un aventurier s'appuie également sur la compétence Énigmes quand il est dans l'obligation d'aborder un sujet mais qu'il ne souhaite pas révéler tout ce qu'il sait. Il peut s'agir, par exemple, d'expliquer quelque chose le concernant sans révéler sa véritable identité.
De nombreuses créatures ont coutume de parler par énigmes quand elles ont affaire à des inconnus qu'elles rencontrent pour la première fois et désirent faire preuve de réserve. Cette compétence permet aussi de déchiffrer tout ou partie d'une énigme orale ou écrite.",
+ "custom-description": "Les gens prennent souvent les héros pour des brutes barbares, mais leur vie vie dépend parfois d'une poignée de bons mots, d'une chanson opportune ou d'une réponse bien pensée. Exceller dans ces compétences relève d'une certaine noblesse.",
+ "craft": "Artisanat",
+ "craft-description": "Cette compétence n'englobe pas vraiment le savoir-faire du forgeron, du charpentier ou des autres corps de métier de l'artisanat. Elle démontre simplement le talent dont fait preuve le personnage qui crée ou répare des objets manuellement. Les Traits comme Forge et Menuisier peuvent quant à eux refléter un certain savoir-faire dans une forme d'artisanat précise. L'Artisanat peut servir à réparer la roue d'une charrette, à construire un radeau improvisé avec du bois trouvé sur la berge d'un cours d'eau, ou bien à allumer un feu sur une colline exposée au vent.
Une valeur d'Artisanat élevée signifiera peut-être que le héros a été artisan avant d'entreprendre une vie d'aventurier. Certaines races, comme les Nains et les Elfes Noldor, voient l'artisanat comme la plus haute expression de la créativité.",
+ "battle": "Art de la Guerre",
+ "battle-description": "Grâce à cette compétence, le héros connaît les règles qui régissent le déroulement d'une bataille et peut éviter de se faire tuer quand l'engagement prend une tournure particulièrement brutale. L'Art de la Guerre permet de bénéficier d'un avantage face à un groupe d'adversaires, mais également de mener une compagnie d'hommes au combat et de maintenir l'ordre parmi les troupes malgré la confusion ambiante (le combat quant à lui dépend des compétences d'armes du personnage).",
+ "lore": "Connaissances",
+ "lore-description": "Cette compétence reflète le goût de l'apprentissage du héros, qu'il s'agisse d'une véritable fascination pour les descriptions de terres lointaines ou d'un interêt pour la généalogie. Quand une action implique un quelconque savoir, un jet de Connaissances est nécessaire.
Les héros connaissent les traditions de leur peuple. Ainsi, le Gardien des Légendes demandera rarement à un joueur d'effectuer un test de Connaissances pour des informations ayant trait à la culture, aux origines et à la région natale de son personnage.",
+ "vocation-description": "Avant que sa résolution ne pousse un héros sur la voie de l'aventure, sans doute a-t-il mené une vie parfaitement ordinaire : apprentissage d'un métier, protection des siens et assimilation de savoirs.",
+ "weapon": "Arme",
+ "weapon-encumbrance-abbreviation": "Enc.",
+ "combat-values": "Valeurs de Combat",
+ "damage": "Dégâts",
+ "ranged": "À distance",
"parry": "Parade",
"shield": "Bouclier",
- "head-gear": "Head Gear",
+ "head-gear": "Casque",
"gear": "Équipement",
- "description": "Description ",
- "encumbrance-abbreviation": "Enc",
- "character-states": "Character States",
- "total-fatigue": "Fatigue totale",
- "encumbrance-fatigue": "Fatigue due à l'Enc.",
- "travel-fatigue": "Fatigue du voyage",
- "total-shadow": "Ombre totale",
- "temporal-shadow": "Ombre temporaire",
- "permanent-shadow": "Ombre perm.",
- "miserable": "\nMisérable",
- "wounded": "\nWounded",
- "wound-treated": "\nWound Treated",
- "rewards-and-virtues": "Récompenses & Vertus",
+ "description": "Description",
+ "encumbrance-abbreviation": "Enc.",
+ "character-states": "États du Personnage",
+ "total-fatigue": "Fatigue Totale",
+ "encumbrance-fatigue": "Fatigue d'Encombrement",
+ "travel-fatigue": "Fatigue de Voyage",
+ "total-shadow": "Ombre Totale",
+ "temporal-shadow": "Ombre Temporaire",
+ "permanent-shadow": "Ombre Permanente",
+ "miserable": "\nMélancolique",
+ "wounded": "\nBlessé",
+ "wound-treated": "\nBlessure traitée",
+ "rewards-and-virtues": "Récompenses & Vertus",
"rewards": "Récompenses",
"virtues": "Vertus",
- "progress-and-keepings": "Progress & Keepings",
- "fellowship-pool": "Fellowship Pool",
- "advancement-points": "Points d'avancement",
- "used-experience": "Expérience utilisée",
- "unused-experience": "Expérience inutilisée",
- "treasure": "Trésor",
- "standing": "Standing",
- "background": "Historique",
+ "progress-and-keepings": "Progression & Trésors",
+ "fellowship-pool": "Réserve de Communauté",
+ "advancement-points": "Points de Progression",
+ "experience": "Expérience",
+ "treasure": "Trésors",
+ "standing": "Prestige",
+ "background": "Origine",
"notes": "Notes",
"company": "Compagnie",
"guide": "Guide",
- "scout": "Scout",
- "huntsman": "Huntsman",
- "look-out_man": "Look-out Man",
- "fellowship-focus": "Fellowship Focus",
- "fellowship-phase": "Fellowship Phase",
+ "scout": "Éclaireur",
+ "huntsman": "Chasseur",
+ "look-out_man": "Guetteur",
+ "fellowship-focus": "Lien de Communauté",
+ "fellowship-phase": "Phase de Communauté",
"sanctuaries": "Sanctuaires",
- "patron": "Patron",
- "tale-of-years": "Tale of Years",
+ "patron": "Garant",
+ "tale-of-years": "Le Passage des Années",
"year": "Année",
- "event-description": "Event Description",
- "rolls-for": "rolls for",
+ "event-description": "Évènements mémorables",
+ "mount": "Monture",
+ "mount-name": "Nom",
+ "mount-type": "Type",
+ "mount-size": "Taille",
+ "mount-riding-mod": "Mod. d'équitation",
+ "mount-charge-bonus": "Bonus de Charge",
+ "mount-arm-red": "Réduc. enc. armure",
+ "mount-qualities": "Qualités",
+ "rolls-for": "jet de",
+ "against-tn": "contre SR",
"protection": "Protection",
- "injury": "Injury",
- "target-number": "Target Number",
+ "injury": "Blessure",
+ "target-number": "Seuil de Réussite (SR)",
"attacks-with": "attaque avec",
- "attacks-with-a": "attaque avec un(e)"
-}
\ No newline at end of file
+ "attacks-with-a": "attaque avec un(e)",
+ "charges-with": "charge avec",
+ "an-attack": "pour attaquer"
+}