diff --git a/Without Numbers/translations/de.json b/Without Numbers/translations/de.json new file mode 100644 index 0000000000..8fc912d542 --- /dev/null +++ b/Without Numbers/translations/de.json @@ -0,0 +1,1246 @@ +{ + "+SKILL": "+skill", + "+STR": "+str", + "AB": "AB", + "ABILITIES_CYBERWARE": "Abilities / Cyberware", + "ABILITIES": "Abilities", + "ABILITY": "Ability", + "ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments", + "AC_DESC": "Determined by armor in Gear section", + "AC": "AC", + "ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.", + "ACCELERATED_SUCCOR": "Accelerated Succor", + "ACCESSORY": "Accessory", + "ACT": "Act", + "ACTIVE?": "Active?", + "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", + "ADD_EXTRA_SKILLS": "Add extra skills", + "ADD_LUCK_SAVE_DESC": "Add Luck Save.", + "ADD_LUCK_SAVE": "Add a luck save", + "ADD": "Add", + "ADEPT": "Adept", + "ADMINISTER": "Administer", + "ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.", + "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", + "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.", + "ADVANCED_BOW": "Advanced Bow", + "ADVANCED_LAB_DESC": "Skill bonus for analysis and research.", + "ADVANCED_LAB": "Advanced lab", + "ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.", + "ADVANCED_NAV_COMPUTER": "Advanced nav computer", + "ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.", + "ADVENTURER": "Adventurer", + "AFFINITY_ABILITIES": "Affinity Abilities", + "AFFINITY?": "Affinity?", + "AI_CHARACTER_DESC": "Play as an AI, with mechanical Shells and advanced Processing and Routines. Rules for this are in the Deluxe Edition.", + "AI_CHARACTER": "AI Character", + "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.", + "AI_COMPANION": "AI Companion", + "AI_ROUTINE": "AI Routine", + "AI_ROUTINES": "AI Routines", + "AI": "AI", + "ALECTO": "Alecto", + "ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.", + "ALERT": "Alert", + "ALIASES_IDS": "Aliases / ID's", + "ALLIES_ENEMIES": "Allies & Enemies", + "ALTERNATE_OUTCOME_DESC": "The precog can sense impending failure and attempt to salvage the action. As an Instant action, the precog can target a visible ally or their own self and Commit Effort for the day to allow the target to reroll a failed hit roll, saving throw, or skill check, taking the better of the two rolls. This power disrupts delicate lines of probability, however, and cannot be used on any given target more than once a day.", + "ALTERNATE_OUTCOME": "Alternate Outcome", + "ALWAYS": "Always", + "AMMO_20_ROUNDS_DESC": "A few worlds are too primitive or too resource-poor to manufacture ammunition, but the vast majority of worlds provide cartridges in almost every conceivable caliber and make. Most local gunsmiths can load ammunition to any specification required by a buyer.", + "AMMO_20_ROUNDS": "Ammo, 20 rounds", + "AMMO_AND_POWER": "Ammo & Power", + "AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.", + "AMMO_MISSILE": "Ammo, missile", + "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.", + "AMMO_UNIT": "Ammo Unit", + "AMMO": "Ammo", + "AMOUNT": "Amount", + "AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.", + "AMPHIBIOUS_OPERATION": "Amphibious operation", + "ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.", + "ANGUISHED_VISION": "Anguished Vision", + "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.", + "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", + "AP": "AP", + "ARCANIST": "Arcanist", + "ARMOR_CLASS": "Armor Class", + "ARMOR_DAMAGE_SOAK": "Damage Soak", + "ARMOR_MELEE_AC": "Melee AC", + "ARMOR_RANGED_AC": "Ranged AC", + "ARMOR_SOAK": "Armor Soak", + "ARMOR_TRAUMA_TARGET_MOD": "Trauma Target Mod", + "ARMOR": "Armor", + "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.", + "ARMORED_UNDERSUIT": "Armored Undersuit", + "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.", + "ARMORED_VACC_SUIT": "Armored Vacc Suit", + "ARMORY_DESC": "Weapons and armor for the crew.", + "ARMORY": "Armory", + "ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.", + "ARMSMAN": "Armsman", + "ARTIFACT": "Artifact", + "ARTIST": "Artist", + "ASK": "Ask", + "ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.", + "ASSASSIN": "Assassin", + "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.", + "ASSAULT_SUIT": "Assault Suit", + "ASSETS_OWNED_PROPERTY": "Assets Owned / Property", + "ASSISTED": "Assisted", + "ATHLETICS": "Athletics", + "ATMOFILTER_DESC": "This face mask can filter out most atmospheric toxins. Attaching a standard vacc suit oxygen bottle to a belt-mounted feed will also supply a breathable atmosphere for up to six hours.", + "ATMOFILTER": "Atmofilter", + "ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.", + "ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration", + "ATTACK_BONUS_SHORT": "AB", + "ATTACK_BONUS": "Attack Bonus", + "ATTACK": "Attack", + "ATTACKS": "Attacks", + "ATTR": "Attr", + "ATTRIBUTE": "Attribute", + "AUGMENTED_PLATING": "Augmented Plating", + "AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.", + "AUTHORITY": "Authority", + "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.", + "AUTO_TARGETING_SYSTEM": "Auto-targeting system", + "AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.", + "AUTOMATION_SUPPORT": "Automation Support", + "BACKGROUND": "Background", + "BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.", + "BACKPACK": "Backpack", + "BARBARIAN_HERO": "Barbarian Hero", + "BARBARIAN_TRIBAL": "Barbarian Tribal", + "BASE": "Base", + "BASIC_ABILITIES": "Basic Abilities", + "BATTLESHIP": "Battleship", + "BEAST": "Beast", + "BEZOAR_DESC": "Requires Heal-1. A complex antibiotic cocktail, Bezoar is an effective default treatment for a wide variety of infectious diseases. When applied to a sufferer, roll 1d6; on a 1, this victim cannot be helped by Bezoar, while otherwise the affliction is cured within 24 hours. Each application of Bezoar adds 1 System Strain to the target, and it cannot cure cancers, bioweapons, or congenital diseases.", + "BEZOAR": "Bezoar", + "BINOCULARS_DESC": "Standard 7x50 binoculars. TL4 versions are available that have integral low-light optics and up to 25x150 power. TL 4 binocs cost 200 credits and require a type A power cell for up to a week of regular usage.", + "BINOCULARS": "Binoculars", + "BIOADAPTATION_AUGMENTS_DESC": "These additional synthetic organs and filters allow the bearer to survive in thin-atmosphere conditions, as well as tolerate temperatures ranging from Antarctic chill to heat sufficient to boil water. They can also eat a wide range of native life forms for sustenance; no normal planet’s native biology is ever considered immiscible for consumption.", + "BIOADAPTATION_AUGMENTS": "Bioadaptation Augments", + "BIOPSIONICS": "Biopsionics", + "BIOSCANNER_DESC": "While an untrained user can use this tool to discern internal bleeding, gross physical distress, or toxins in a plant or animal, it requires Heal-0 skill to use this tool to its fullest. Such operators can use the bioscanner for a full spectrum of diagnosis and DNA sequencing achievable in minutes. One type A power cell will power it for up to twenty-four hours of regular usage.", + "BIOSCANNER": "Bioscanner", + "BLACK_SLAB_DESC": "While a “black slab” appears to be a normal dataslab to casual examination, these devices are packed with intrusion-optimization hardware and integral line tapping tools. They function as a metatool for purposes of accessing data lines and grant a +1 bonus to all hacking attempts made with them. They are also quite illegal on most worlds, available only from black market dealers and private sales from hackers.", + "BLACK_SLAB": "Black slab", + "BOARDING_COUNTERMEASURES_DESC": "Makes enemy boarding more difficult.", + "BOARDING_COUNTERMEASURES": "Boarding Countermeasures", + "BOARDING_TUBES_DESC": "Allows boarding of a hostile disabled ship.", + "BOARDING_TUBES": "Boarding tubes", + "BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.", + "BODY_ARSENAL_ARRAY": "Body Arsenal Array", + "BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.", + "BODY_SCULPTING": "Body Sculpting", + "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.", + "BOMBER": "Bomber", + "BONUS_ACCESS": "Bonus Access", + "BONUS": "Bonus", + "BOOSTS": "Boosts", + "BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.", + "BRAINWAVE": "Brainwave", + "BROKEN": "Broken", + "BULK_FREIGHTER": "Bulk Freighter", + "BUNDLED": "Bundled", + "BURDENED_APPORTATION_DESC": "The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.", + "BURDENED_APPORTATION": "Burdened Apportation", + "BUREAUCRACY": "Bureaucracy", + "BURST_ECM_GENERATOR_DESC": "Negates one successful hit.", + "BURST_ECM_GENERATOR": "Burst ECM Generator", + "BURST": "Burst", + "BUSINESS": "Business", + "CAPITAL": "Capital", + "CARGO_LIGHTER_DESC": "Orbit-to-surface cargo shuttle.", + "CARGO_LIGHTER": "Cargo lighter", + "CARGO_SPACE_DESC": "Pressurized cargo space.", + "CARGO_SPACE": "Cargo space", + "CARGO": "Cargo", + "CARRIER": "Carrier", + "CARRYING_CAPACITY": "Carrying Capacity", + "CAST": "Cast", + "CHA": "CHA", + "CHARACTER_OPTIONS": "Character options", + "CHARACTER": "Character", + "CHARGED_PARTICLE_CASTER": "Charged Particle Caster", + "CHARISMA_DESC": "Commanding, charming, attracting attention, being taken seriously", + "CHARISMA_SHORT": "CHA", + "CHARISMA": "Charisma", + "CHECK_RESULT": "Check Result", + "CHOOSE_ARMOR": "Choose armor", + "CHOOSE_CYBERWARE": "Choose cyberware", + "CHOOSE_DEFENSE": "Choose defense", + "CHOOSE_FITTING": "Choose fitting", + "CHOOSE_FOCUS": "Choose focus", + "CHOOSE_GEAR": "Choose gear", + "CHOOSE_ON_HOVER": "Choose on hover", + "CHOOSE_TECHNIQUE": "Choose technique", + "CHOOSE_WEAPON": "Choose weapon", + "CITIES_WITHOUT_NUMBER": "Cities Without Number", + "CIVILIAN_SECURITY_BOT": "Civilian Security Bot", + "CIVILIAN": "Civilian", + "CLASS_ABILITY": "Class ability", + "CLASS": "Class", + "CLIMBING_HARNESS_DESC": "A collection of straps, ropes, pitons, and other climbing aids that grant a +1 bonus on any Exert climbing skill test. Using a climbing harness is noisy, and any Sneak skill checks while climbing with one suffer a -2 penalty.", + "CLIMBING_HARNESS": "Climbing harness", + "CLOAK_POWERS_DESC": "The metapsion can conceal their own psychic abilities from metapsionic senses. They must Commit Effort for as long as they wish to cloak their powers. While hidden, only a metapsion with equal or higher skill in Metapsionics can detect their abilities with their level-0 or level-2 Psychic Refinement abilities. In such cases, an opposed Wis/Metapsionics roll is made between the metapsion and the investigator. If the investigator wins, the cloak is pierced, while if the metapsion wins, the investigator’s Psychic Refinement remains oblivious.", + "CLOAK_POWERS": "Cloak Powers", + "CLOSE_COMBATANT_DESC": "You’ve had all too much practice at close-in fighting and desperate struggles with pistol or blade. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.\nLevel 1: Gain any combat skill as a bonus skill. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time.\nLevel 2: The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.", + "CLOSE_COMBATANT": "Close Combatant", + "CLOUD": "Cloud", + "CLUMSY": "Clumsy", + "COLD_SLEEP_PODS_DESC": "Keeps occupants in stasis.", + "COLD_SLEEP_PODS": "Cold sleep pods", + "COLONY_CORE_DESC": "Ship can be deconstructed into a colony base.", + "COLONY_CORE": "Colony core", + "COMBAT_ENERGY": "Combat/Energy Weapons", + "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.", + "COMBAT_FIELD_UNIFORM": "Combat Field Uniform", + "COMBAT_GUNNERY": "Combat/Gunnery", + "COMBAT_PRIMITIVE": "Combat/Primitive Weapons", + "COMBAT_PROJECTILE": "Combat/Projectile Weapons", + "COMBAT_PSITECH": "Combat/Psitech", + "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.", + "COMBAT_RIFLE": "Combat Rifle", + "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.", + "COMBAT_SHOTGUN": "Combat Shotgun", + "COMBAT_UNARMED": "Combat/Unarmed", + "COMBAT": "Combat", + "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.", + "COMM_SERVER": "Comm server", + "COMMIT_EFFORT_DAY": "Day", + "COMMIT_EFFORT_INDEFINITELY": "Indefinitely", + "COMMIT_EFFORT_SCENE": "Scene", + "COMMITTED_EFFORT": "Committed Effort", + "COMMITTED_PROCESSING": "Committed Processing", + "COMMITTED": "Commited", + "COMMUNICATIONS": "Communications", + "COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.", + "COMPAD": "Compad", + "COMPANION_BOT": "Companion Bot", + "COMPUTER": "Computer", + "COMPUTING_GEAR": "Computing Gear", + "CON": "CON", + "CONCEALMENT": "Concealment", + "CONCERT_OF_MINDS_DESC": "As an On Turn action, the metapsion may Commit Effort and form a psychic gestalt with one or more willing psychics within three meters, including up to one other psychic per Metapsion skill level. This gestalt persists as long as the Effort remains committed, regardless of the subsequent distance between psychics. On their own turn, any member of the gestalt may use any power or technique known by any other member, using the other member’s skill levels as necessary and paying any Effort cost from their own pool. This gestalt shares only psychic power, not thoughts or senses. At the end of each round in which one or more members have used some other member’s powers or abilities on their turn of action, the metapsion must Commit Effort for the scene or the gestalt drops and cannot be re-established for the rest of the scene.", + "CONCERT_OF_MINDS": "Concert of Minds", + "CONNECT": "Connect", + "CONNECTED_DESC": "You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends.\nLevel 1: Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location, you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal. You can call on one favor per game day and the GM decides how far they’ll go for you.\nLevel 2: Once per game session, if it’s not entirely implausible, you meet someone you know who is willing to do modest favors for you. You can decide when and where you want to meet this person, but the GM decides who they are and what they can do for you.", + "CONNECTED?": "Connected?", + "CONNECTED": "Connected", + "CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep", + "CONSTITUTION_SHORT": "CON", + "CONSTITUTION": "Constitution", + "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.", + "CONVERSION_BOW": "Conversion Bow", + "CONVINCE": "Convince", + "CORE_STATISTICS": "Core Statistics", + "CORE_TECHNIQUE": "Core technique", + "CORVETTE": "Corvette", + "COST": "Cost", + "CP_GAIN": "CP Gain", + "CP": "CP", + "CPU": "CPU", + "CRAFT": "Craft", + "CREDITS_OWED": "Credits Owed", + "CREDITS": "Credits", + "CREW_MIN": "Crew Min", + "CREW_MIN/CURRENT/MAX": "Crew Min/Current/Max", + "CREW": "Crew", + "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.", + "CRUDE_PISTOL": "Crude Pistol", + "CRUISER": "Cruiser", + "CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate", + "CULTURE_ALIEN": "Culture/Alien", + "CULTURE_CRIMINAL": "Culture/Criminal", + "CULTURE_SPACER": "Culture/Spacer", + "CULTURE_TRAVELLER": "Culture/Traveller", + "CULTURE": "Culture", + "CURRENT_MAX": "Current / Max", + "CURRENT_STRAIN": "Current Strain", + "CURRENT": "Current", + "CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.", + "CURSED_LUCK": "Cursed Luck", + "CUSTOM_AMOUNTS": "Custom amounts", + "CUSTOM": "Custom", + "CUTTLEFISH": "Cuttlefish", + "CYBERDECK": "Cyberdeck", + "CYBERWARE": "Cyberware", + "DAMAGE_SHORT": "Dmg", + "DAMAGE": "Damage", + "DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.", + "DATA_PHASE_TAB": "Data phase tab", + "DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.", + "DATA_PROTOCOL": "Data protocol", + "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.", + "DATASLAB": "Dataslab", + "DAY": "Day", + "DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.", + "DEEP_INTRUSION": "Deep Intrusion", + "DEFENSES": "Defenses", + "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.", + "DEFLECTOR_ARRAY": "Deflector Array", + "DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d", + "DEFY_DOOM": "Defy Doom", + "DEFYING_DOOM": "Defying Doom", + "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.", + "DEMO_CHARGE": "Demo Charge", + "DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.", + "DERMAL_ARMOR": "Dermal Armor", + "DESCRIPTION": "Description", + "DESTINYS_SHIELD_DESC": "The precog observes an incoming injury and tries to find an alternate future in which the attack misses. As an Instant action, the precog can Commit Effort for the day to force an attacker to reroll a successful hit roll. This technique only works on attacks against the psychic’s person, not against attacks aimed at a vehicle they’re occupying or harm that doesn’t involve an attack roll. If the rerolled attack still hits, however, the damage done is maximized. This technique can be used only once per incoming attack.", + "DESTINYS_SHIELD": "Destiny’s Shield", + "DETAILS": "details", + "DEX_MOD": "Dex Mod.", + "DEX": "DEX", + "DEXTERITY_DESC": "Speed, evasion, manual dexterity, reaction time, combat initiative", + "DEXTERITY_SHORT": "DEX", + "DEXTERITY": "Dexterity", + "DIE_HARD_DESC": "You are surprisingly hard to kill. You can survive injuries or bear up under stresses that would incapacitate a less determined hero.\nLevel 1: You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this focus after first level. You automatically stabilize if mortally wounded by anything smaller than a Heavy weapon.\nLevel 2: The first time each day that you are reduced to zero hit points by an injury, you instead survive with one hit point remaining. This ability can’t save you from Heavy weapons or similar trauma.", + "DIE_HARD": "Die Hard", + "DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.", + "DIPLOMAT": "Diplomat", + "DISCIPLINE": "Discipline", + "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.", + "DISTORTION_CANNON": "Distortion Cannon", + "DOOM_DAMAGE": "Doom damage", + "DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.", + "DRILL_COURSE_REGULATOR": "Drill course regulator", + "DRIVE": "Drive", + "DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.", + "DRONE_CONTROL_LINK": "Drone Control Link", + "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.", + "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.", + "DRONE": "Drone", + "DRONES": "Drones", + "DROP_POD_DESC": "Stealthed landing pod for troops.", + "DROP_POD": "Drop pod", + "DURATION": "Duration", + "EDGE_FIRST": "First Edge", + "EDGE_FOURTH": "Fourth Edge", + "EDGE_SECOND": "Second Edge", + "EDGE_THIRD": "Third Edge", + "EDGE": "Edge", + "EDIT_MODE_ONLY": "Edit mode only", + "EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.", + "EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh", + "EFFECT": "Effect", + "EFFORT_MODIFIER": "Effort modifier", + "EFFORT": "Effort", + "EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.", + "EFFORTLESS_APPORTATION": "Effortless Apportation", + "ELITE_FIGHTER": "Elite Fighter", + "EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.", + "EMISSIONS_DAMPERS": "Emissions dampers", + "ENC": "Enc", + "ENCUMBRANCE_SHORT": "Enc", + "ENCUMBRANCE": "Encumbrance", + "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.", + "ENVIRONMENTAL_POWER": "Environmental Power", + "EQUIPMENT": "Equipment", + "EVASION_SAVE": "Evasion Save", + "EVASION": "Evasion", + "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.", + "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit", + "EXERT": "Exert", + "EXODUS_BAY_DESC": "House vast number of cold sleep passengers.", + "EXODUS_BAY": "Exodus bay", + "EXOSUIT": "Exosuit", + "EXPAND": "Expand", + "EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.", + "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.", + "EXPERT_SYSTEM": "Expert System", + "EXPERT": "Expert", + "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.", + "EXTENDED_FLIGHT": "Extended Flight", + "EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.", + "EXTENDED_LIFE_SUPPORT": "Extended life support", + "EXTENDED_MEDBAY_DESC": "Can provide medical care to more patients.", + "EXTENDED_MEDBAY": "Extended medbay", + "EXTENDED_STORE_DESC": "Maximum life support duration doubled.", + "EXTENDED_STORE": "Extended store", + "EXTRA_HP_QUERY": "Extra hit points? Enter 2 for Warrior", + "FACILE_MIND_DESC": "The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.", + "FACILE_MIND": "Facile Mind", + "FACTION": "Faction", + "FAILURE!": "Failure!", + "FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.", + "FAR_THOUGHT": "Far Thought", + "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.", + "FIELD_EMITTER_PANOPLY": "Field Emitter Panoply", + "FIELD_EQUIPMENT": "Field Equipment", + "FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.", + "FIELD_RADIO": "Field radio", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", + "FIGHTER": "Fighter", + "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", + "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", + "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", + "FITTING": "Fitting", + "FIX": "Fix", + "FLAK_EMITTER_BATTERY": "Flak Emitter Battery", + "FLAK": "Flak", + "FLAWLESS_MASTERY_DESC": "When this technique is learned, the adept may choose one technique from any discipline they know. That technique no longer requires Effort to be Committed in any way, though other techniques that augment it may still exact a cost. Mastered Psychic Static, for example, can expend an effectively unlimited amount of effort. If the technique has a duration based on Committed Effort then it lasts until the metapsion chooses to end it or is killed. This technique may only be mastered once, though the perfected technique may be changed with a month of meditation and practice.", + "FLAWLESS_MASTERY": "Flawless Mastery", + "FLEET_CRUISER": "Fleet Cruiser", + "FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.", + "FOCI_LOCATION": "Foci location", + "FOCI": "Foci", + "FOCUS": "Focus", + "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.", + "FORCE_PAVIS": "Force Pavis", + "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.", + "FORCE_PUPPETRY": "Force Puppetry", + "FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.", + "FORCED_OUTCOME": "Forced Outcome", + "FOURTH_LEVEL": "4th Level", + "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", + "FOXER_DRONES": "Foxer Drones", + "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", + "FREE_HARDPOINTS": "Free Hardpoints", + "FREE_MASS": "Free Mass", + "FREE_MERCHANT": "Free Merchant", + "FREE_POWER": "Free Power", + "FRIENDLY": "Friendly", + "FRIENDS_AND_ACQUAINTANCES": "Friends and Acquaintances", + "FRIGATE": "Frigate", + "FUEL_BUNKERS_DESC": "Adds fuel for one more drill between fuelings.", + "FUEL_BUNKERS": "Fuel bunkers", + "FUEL_SCOOPS_DESC": "Ship can scoop fuel from a gas giant or star.", + "FUEL_SCOOPS": "Fuel scoops", + "FUEL": "Fuel", + "FULL_PLATE_LAYERED_MAIL": "Full plate, layered mail", + "GAMBLING": "Gambling", + "GANG_BOSS": "Gang Boss", + "GANG_MEMBER": "Gang Member", + "GEAR": "Gear", + "GECKO_ANCHORS_DESC": "Miniaturized gravitic manipulators are embedded in the subject’s hands and feet as part of this complex surgery. While they are too weak to allow levitation or damping fall damage, they can twist localized gravity around those limbs to anchor the subject to the nearest surface capable of bearing their weight. As a result, the user can freely run or climb up or down sheer surfaces at their normal movement rate, carrying no more than their normal maximum encumbrance.", + "GECKO_ANCHORS": "Gecko Anchors", + "GENEENGINEERED_KILLER": "Geneengineered Killer", + "GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast", + "GENERAL SETTINGS": "General settings", + "GENERIC_HUMAN": "Generic human", + "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.", + "GHOST_MANTLE": "Ghost Mantle", + "GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.", + "GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver", + "GHOSTWALKER": "Ghostwalker", + "GLOBAL_STATS": "Global stats", + "GLOWBUG_DESC": "A palm-sized disc that can adhere to any non-porous surface. When turned on, it emits a white light, illuminating everything within ten meters for twenty-four hours. A hundred glowbugs can be recharged off a single type A cell.", + "GLOWBUG": "Glowbug", + "GOALS": "Goals", + "GRACED_ARTS_POINTS": "Graced Arts Points", + "GRACED_ARTS": "Graced Arts", + "GRACED": "Graced", + "GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.", + "GRAPNEL_LAUNCHER": "Grapnel launcher", + "GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.", + "GRAV_CHUTE": "Grav chute", + "GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.", + "GRAV_EDDY_DISPLACER": "Grav Eddy Displacer", + "GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.", + "GRAV_HARNESS": "Grav harness", + "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.", + "GRAV_MUFFLES": "Grav Muffles", + "GRAVCANNON": "Gravcannon", + "GREATER_LONE_PREDATOR": "Greater Lone Predator", + "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.", + "GRENADE": "Grenade", + "GROUND_SPEED": "Ground speed", + "GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.", + "GUNSLINGER": "Gunslinger", + "HACKER_DESC": "You have a considerable fluency with digital security measures and standard encryption methods. You know how to make computerized systems obey you until their automatic failsafes come down on your control.\nLevel 1: Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6 on the skill check and drop the lowest die.\nLevel 2: Your hack duration increases to 1d4+Program skill x 10 minutes. You have an instinctive understanding of the tech; you never need to learn the data protocols for a strange system and are always treated as familiar with it.", + "HACKER": "Hacker", + "HARD_POINTS": "Hardpoints", + "HARDENED_POLYCERAMIC_OVERLAY_DESC": "AP quality of attacking weapons reduced by 5.", + "HARDENED_POLYCERAMIC_OVERLAY": "Hardened Polyceramic Overlay", + "HARDPOINTS_INIT": "H", + "HARDPOINTS_SHORT": "Hardpts", + "HARDPOINTS": "Hardpoints", + "HD": "HD", + "HEAL": "Heal", + "HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.", + "HEALER": "Healer", + "HEAVY_FRIGATE": "Heavy Frigate", + "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.", + "HEAVY_LIFT": "Heavy Lift", + "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.", + "HEAVY_MACHINE_GUN": "Heavy Machine Gun", + "HEAVY_WARBOT": "Heavy Warbot", + "HEAVY_WEAPONS": "Heavy weapons", + "HEAVY": "Heavy", + "HENCHKEEPER_DESC": "You have an distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people in their society, and are usually marginal sorts, outcasts, the desperate, or other persons with few options.\nYou can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase.\nLevel 1: Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will escort you on adventures and risk great danger to help you. Most henchmen will be treated as Peaceful Humans from the Xenobestiary section of the book. You can have one henchmen at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman.\nLevel 2: Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as Martial Humans from the Xenobestiary section. You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.", + "HENCHKEEPER": "Henchkeeper", + "HEROIC_CHARACTERS_DESC": "Run a space opera campaign with Heroic characters. Rules for this are in the Deluxe edition.", + "HEROIC_CHARACTERS": "Heroic characters", + "HEROIC_FIGHTER": "Heroic Fighter", + "HIDDEN": "Hidden", + "HIDE": "Hide", + "HISTORY": "History", + "HIT_POINTS": "Hit Points", + "HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.", + "HOLDOUT_CAVITY": "Holdout Cavity", + "HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.", + "HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning", + "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.", + "HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.", + "HOLOSKIN_EMITTER": "Holoskin Emitter", + "HOLOSKIN": "Holoskin", + "HOME_PORT": "Home Port", + "HOMEBREW_OPTIONS": "Homebrew options", + "HOMELAND": "Homeland", + "HOMEWORLD": "Homeworld", + "HOSTILE": "Hostile", + "HP": "HP", + "HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.", + "HULL_TYPE": "Hull Type", + "HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.", + "HUSH": "Hush", + "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.", + "HYDRA_ARRAY": "Hydra Array", + "HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.", + "HYDROPONIC_PRODUCTION": "Hydroponic production", + "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.", + "ICARUS_HARNESS": "Icarus Harness", + "ICONS_ATTRIBUTION": "Icons attribution", + "IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.", + "IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger", + "IMMUNOFILTRATION_SYSTEMS_DESC": "This broad-spectrum scrub system carefully identifies and contains toxic substances introduced into the user’s system. Whenever the subject would normally have to make a saving throw to resist some disease or toxin, they may instead gain one System Strain to automatically succeed on the save. Most of these systems are calibrated to automatically filter any toxins or chemicals in standard use by police or military forces in the sector, but if presented with a special biowarfare toxin, the filters are less effective. In such cases, the most it can do is either grant a second saving throw if the first is failed, or grant a single saving throw if none is normally allowed.", + "IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems", + "IMPACT_SUMP_DESC": "The adept may Commit Effort for the day as an Instant action to negate a single instance of physical damage. This ability is too taxing to be used more than once per day, but as an Instant action, it can be triggered even after damage is rolled.", + "IMPACT_SUMP": "Impact Sump", + "IMPERVIOUS_PAVIS_OF_WILL_DESC": "When this technique is learned, the metapsion must choose a discipline. They then become entirely immune to unwanted powers from that discipline; they and their abilities are simply not valid targets for purposes of that discipline’s powers unless the adept chooses to be affected. By Committing Effort for the day as an Instant action, they can extend this immunity for a scene to all allies within 50 meters. This technique may be learned more than once, and any shared protection applies to all disciplines negated by the adept.", + "IMPERVIOUS_PAVIS_OF_WILL": "Impervious Pavis of Will", + "INDUCED_COMA_TRIGGER_DESC": "A series of implants are wired to the user’s brain stem, allowing them to trigger an induced therapeutic coma at a mental command. The user appears dead to anything short of a medical inspection, and has no need of respiration, food, or water while the coma is in effect. The user does not heal while in a coma, but any diseases or poisons also halt progression. The user determines how long the coma is to last before triggering it, and is unconscious for its duration. A character can survive in a coma up to two weeks before needing to regain consciousness for as long as they were in the coma.", + "INDUCED_COMA_TRIGGER": "Induced Coma Trigger", + "INDUSTRIAL_WORK_BOT": "Industrial Work Bot", + "INITIATIVE_BONUS": "Initiative Bonus", + "INITIATIVE_FIXED": "Initiative", + "INNATE_AC": "Innate AC", + "INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.", + "INSTAPANEL": "Instapanel", + "INSTINCT": "Instinct", + "INSTRUCTOR": "Instructor", + "INT": "INT", + "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.", + "INTEGRITY_STIMS": "Integrity Stims", + "INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education", + "INTELLIGENCE_SHORT": "INT", + "INTELLIGENCE": "Intelligence", + "INTUITIVE_RESPONSE_DESC": "As an Instant action, the precog can Commit Effort for the scene just before they roll initiative. Their initiative score is treated as one better than anyone else’s involved in the scene. If another participant has this power or some other ability that grants automatic initiative success, roll initiative normally to determine which of them goes first, and then the rest of the combatants act. This ability cannot be used if the precog has been surprised.", + "INTUITIVE_RESPONSE": "Intuitive Response", + "INVINCIBLE_STAND_DESC": "The biopsion has mastered techniques of emergency tissue reinforcement and system stabilization. As an Instant action, they can Commit Effort for the scene to keep themself or a target they can touch active even at zero hit points. This technique must be used once every round on the target or they collapse at the end of the round. If the target suffers hit point damage, the biopsion must Instantly Commit Effort for the scene or the target goes down immediately with a mortal wound. A Heavy weapon hit on a subject of this power or similar physical dismemberment will always kill a target, regardless of this technique.", + "INVINCIBLE_STAND": "Invincible Stand", + "INVOKER": "Invoker", + "IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.", + "IRONHIDE": "Ironhide", + "ITEM": "Item", + "JANITOR_BOT": "Janitor Bot", + "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.", + "JUGGERNAUT_STIMS": "Juggernaut Stims", + "KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.", + "KINETIC_TRANSVERSAL": "Kinetic Transversal", + "KNOW_MAGIC": "Know Magic", + "KNOW": "Know", + "LANGUAGE": "Language", + "LANGUAGES": "Languages", + "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.", + "LARGE_ADVANCED_WEAPON": "Large advanced weapon", + "LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal", + "LARGE_PACK_HUNTER": "Large Pack Hunter", + "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.", + "LARGE_PRIMITIVE_WEAPON": "Large primitive weapon", + "LARGE_STATION": "Large Station", + "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.", + "LASER_PISTOL": "Laser Pistol", + "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.", + "LASER_RIFLE": "Laser Rifle", + "LAST_MAINTENANCE": "Last Maintenance", + "LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.", + "LAZARUS_PATCH": "Lazarus patch", + "LEAD": "Lead", + "LEADERSHIP": "Leadership", + "LEATHER_JACKS_THICK_HIDES_QUILTED_ARMOR": "Leather jacks, thick hides, quilted armor", + "LEFT_COLUMN": "Left column", + "LEGATE_XP": "Legate XP", + "LEGATE": "Legate", + "LEGENDARY_FIGHTER": "Legendary Fighter", + "LESSER_LONE_PREDATOR": "Lesser Lone Predator", + "LEVEL": "Level", + "LIFE_SUPPORT": "Life Support", + "LIFEBOATS_DESC": "Emergency escape craft for ship's crew.", + "LIFEBOATS": "Lifeboats", + "LIFESTYLE": "Lifestyle", + "LIFT_DESC": "Requires Heal-0. A Lift stim augments and amplifies the body’s natural response to physical injury and exhaustion. This boost speeds natural recovery drastically and heals 1d8 plus the user’s Heal skill in hit points after five minutes of rest. Lift stims do not work on PCs who are mortally wounded; they need to be stabilized before the Lift can help them, though application to a stabilized target will get them back on their feet and active again. Each application adds 1 System Strain to the target. Each additional application of Lift to a target the same day increases the minimum Heal skill needed by 1.", + "LIFT": "Lift", + "LIGHT": "Light", + "LIGHTNING_CHARGE_MANTLE": "Lightning Charge Mantle", + "LINE_SHUNT_DESC": "These palm-sized discs are roughly one centimeter in thickness, with an adhesive side that will stick to virtually anything and a polychromatic phased compound on its shell which will shift color to blend with its surroundings. One or more line shunts must be applied at specific locations within a site to access the more well-defended varieties of computerized systems. Shunts employ phased energy manipulation tech, and so do not need to be directly in contact with a data line but only within a few centimeters. Line shunts are single-use, and keep functioning until removed.", + "LINE_SHUNT": "Line shunt", + "LOCATION": "Location", + "LOW_LIGHT_GOGGLES_DESC": "These goggles provide a monochrome but serviceable view out to the wearer’s normal visual distance, provided that there is any illumination available at all. A type A power cell will operate these goggles for a week.", + "LOW_LIGHT_GOGGLES": "Low-light goggles", + "LUCK_SAVE": "Luck Save", + "LUCK": "Luck", + "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", + "LUXURY_CABINS": "Luxury Cabins", + "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.", + "MAG_PISTOL": "Mag Pistol", + "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.", + "MAG_RIFLE": "Mag Rifle", + "MAG_SPIKE_ARRAY": "Mag Spike Array", + "MAGIC_EFFORT": "Magic Effort", + "MAGIC": "Magic", + "MAGICAL_ARTS": "Magical Arts", + "MAGISTER": "Magister", + "MAINTENANCE COST": "Maintenance Cost", + "MAINTENANCE_COST": "Maintenance Cost", + "MAJOR_INJURIES": "Major Injuries", + "MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.", + "MAJOR_ORGAN_RESTORATION": "Major Organ Restoration", + "MARTIAL_HUMAN": "Martial Human", + "MASS_CANNON": "Mass Cannon", + "MASS_INIT": "M", + "MASS": "Mass", + "MASTERED_SUCCOR_DESC": "The biopsion has developed a sophisticated mastery of their core ability, and they no longer need to Commit Effort to activate it, and may use it whenever they wish. The use of additional techniques that augment Psychic Succor might still require Effort to be Committed.", + "MASTERED_SUCCOR": "Mastered Succor", + "MAX_LEVEL": "Max Level", + "MAX": "Max", + "MAXIMUM_EFFORT_DESC": "1 + WIS/CON mod + highest psychic skill + effort modifier - committed effort", + "MAXIMUM_HIT_POINTS": "Maximum hit points", + "MAXIMUM_HP_1": "Maximum of", + "MAXIMUM_HP_2": "and", + "MAXIMUM": "Maximum", + "MECH": "Mech", + "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.", + "MEDICAL_SUPPORT": "Medical Support", + "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.", + "MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon", + "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.", + "MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon", + "MEDIUM": "Medium", + "MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.", + "MEDKIT": "Medkit", + "MELEE_AC": "Melee AC", + "MELEE_ARMOR_CLASS": "Melee Armor Class", + "MELEE_ATTACK_BONUS": "Melee Attack Bonus", + "MELEE_WEAPONS": "Melee weapons", + "MEMORY_EDITING_DESC": "The telepath can make simple edits to the memory of a target currently linked by a Telepathic Contact. Events of no more than 24 hours in duration can be erased from memory, conversations can be created or changed, new events can be added to a day, or other similar alterations made. The psychic can make these changes as a Main Action by Committing Effort for the day. If the psychic doesn’t have a good understanding of the memories they’re changing, such as might be granted by the level-4 degree of Telepathic Contact, the edits they make may not fit well. The target gets a Mental saving throw to resist editing for the rest of the scene, but on a failure, they will not notice the changed memories until given a reason to recollect them.", + "MEMORY_EDITING": "Memory Editing", + "MEMORY": "Memory", + "MENTAL_SAVE": "Mental Save", + "MENTAL": "Mental", + "METADIMENSIONAL_FRICTION_DESC": "As a Main Action, the metapsion Commits Effort for the scene to create localized MES turbulence around a visible target psychic within 200 meters. Each time the target Commits Effort or an NPC initiates a psychic power, they suffer 1d8 damage per Metapsionics skill level of the adept. Each time the target suffers the damage they can attempt a Mental saving throw to throw off the effect. It lasts no longer than the rest of the scene at most. Only one application of this friction can affect a target at once.", + "METADIMENSIONAL_FRICTION": "Metadimensional Friction", + "METAMORPH_DESC": "The biopsion can now shape their own or another willing target’s physical form as a Main Action, transforming a touched target into any humanoid form within 50% of their own mass. Claws and other body armaments can be fashioned equivalent to Light or Medium melee weapons and innate armor equivalent to AC 13. Gills and other environmental-survival alterations are also viable at the GM’s discretion, but flight is a bridge too far for this power.\nA person can be impersonated down to the DNA level, provided a blood or hair sample is available. The use of this adds one System Strain point to the target that does not recover so long as the change is in effect. Applying Metamorph requires that the biopsion Commit Effort for as long as the change is to be maintained. If applied to a target other than the psychic, the power automatically ends if the psychic gets more than one hundred kilometers away.", + "METAMORPH": "Metamorph", + "METAPSIONICS": "Metapsionics", + "METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.", + "METATOOL": "Metatool", + "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.", + "MICROPURGATOR_STIMS": "Micropurgator Stims", + "MILITARY_ELITE": "Military Elite", + "MILITARY_SOLDIER": "Military Soldier", + "MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.", + "MINDTRACING": "Mindtracing", + "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.", + "MINDWALL_HELMET": "Mindwall Helmet", + "MISCELLANEOUS": "Miscellaneous", + "MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.", + "MOBILE_EXTRACTOR": "Mobile extractor", + "MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.", + "MOBILE_FACTORY": "Mobile factory", + "MOD": "Mod", + "MODEL": "Model", + "MODIFIER_SHORT": "Mod", + "MODIFIER": "Modifier", + "MONEY": "Money", + "MORALE": "Morale", + "MOUNT": "Mount", + "MOVE": "Move", + "MULTIFOCAL_LASER": "Multifocal Laser", + "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.", + "MUSKET": "Musket", + "NAME": "Name", + "NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.", + "NAVCOMP": "Navcomp", + "NAVIGATION": "Navigation", + "NEGATIVE": "Negative", + "NEITHER": "Neither", + "NEURAL_TRAP_DESC": "The metapsion allows a hostile psychic into their mental sanctum in order to gain a later advantage. When targeted by a hostile psionic power that allows a save, the metapsion may Commit Effort as an Instant action and voluntarily fail the saving throw, accepting the effect. The next psychic power the user targets at that assailant then allows the victim no saving throw. This technique lasts until the metapsion makes their psychic attack or reclaims their Committed Effort. A hostile psychic may be affected by only one Neural Trap from a given psychic at a time.", + "NEURAL_TRAP": "Neural Trap", + "NEUROINTRUDER_ALERT_DESC": "While somewhat primitive by pretech standards, this TL5 cybernetic implant allows the wearer to gain a +3 bonus on all saving throws to resist telepathic intrusion. Even if such a save is failed, the user will be aware that they are under telepathic assault, though some forms of mental control may not allow them to say as much until after the influence is ended. The warning does not indicate the source of the influence.", + "NEUROINTRUDER_ALERT": "Neurointruder Alert", + "NEUTRAL": "Neutral", + "NO": "No", + "NONE": "None", + "NORMAL_HUMAN": "Normal Human", + "NORMAL_XP": "Normal XP", + "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.", + "NOT_MY_TIME": "Not My Time", + "NOTES": "Notes", + "NOTICE": "Notice", + "NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.", + "NPC": "NPC", + "NUCLEAR_MISSILES": "Nuclear Missiles", + "NUM_ATTACKS": "# Attacks", + "NUM_FITTINGS": "# Fittings", + "NUMBER_OF_DICE": "Number of dice", + "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.", + "OBSERVATION_SUITE": "Observation Suite", + "OCCUPATION": "Occupation", + "OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.", + "OFFENSIVE_APPORTATION": "Offensive Apportation", + "OPERATING_COST": "Operating Cost", + "ORACLE_DESC": "The precog gains a progressively-greater intuitive understanding of their own future. Each invocation of the Oracle technique requires a Main Action and that the user Commit Effort for the day. Once triggered, the adept gets a single brief vision related to the question about the future that they’re asking. This vision is always from their own personal vantage point and never reveals more than a minute of insight, though the psychic processes it almost instantly as part of the power’s use.\nThe GM should answer the question as if the PC were about to perform the act or engage in the investigation pertinent to the question. Thus, if the adept wanted to know what pressing a button would do and the GM knows that it’s connected to a bomb, the psychic might get a vision of sudden death. If the bomb were on a time delay that extended past the time horizon of the oracle, however, the psychic might just see a vision of herself waiting patiently, with nothing happening.\nVisions should relate to actions and events, not abstract facts. Oracle couldn’t tell a psychic who the crime boss of a slum neighborhood is, for example, but it could give a vision of the psychic caught in the next bloody riot and the gang boss who’s directing the myriad thugs. It couldn’t reveal the name of a security guard, but it could show the seer the impending moment that the next guard patrol will enter the area the psychic plans to infiltrate. Only the most important or significant information is conveyed by the technique, even if multiple events of interest might transpire during the time horizon.\nOracle can only be used on a given question or topic once until the situation changes substantially or a week goes by. The maximum time horizon of the Oracle increases as the adept’s Precognition skill improves.\nLevel-0: One minute into the future.\nLevel-1: One day into the future.\nLevel-2: One week into the future.\nLevel-3: Three months into the future.\nLevel-4: One year into the future.", + "ORACLE": "Oracle", + "ORGANIC_PURIFICATION_PROTOCOLS_DESC": "The biopsion’s Psychic Succor now cures any poisons or diseases the subject may be suffering, albeit it requires Committing Effort for the day as an additional surcharge. Biowarfare organisms, exceptionally virulent diseases, or TL5 toxins may resist this curing, requiring a Wis/Biopsionics skill check at a difficulty of at least 10. Failure means that the adept cannot cure the target’s disease. This technique cannot cure congenital illnesses.", + "ORGANIC_PURIFICATION_PROTOCOLS": "Organic Purification Protocols", + "OTHER_EQUIPMENT": "Other equipment", + "OTHER_MONEY": "Other Money", + "OTHER_WEALTH": "Other Wealth", + "OTHER": "Other", + "PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.", + "PANSPECTRAL_OPTICS": "Panspectral Optics", + "PATROL_BOAT": "Patrol Boat", + "PAX": "Pax", + "PC": "PC", + "PEACEFUL_HUMAN": "Peaceful Human", + "PERCEPTION": "Perception", + "PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.", + "PERCEPTIVE_DISLOCATION": "Perceptive Dislocation", + "PERFORM": "Perform", + "PERMANENT_STRAIN_EXTRA": "Permanent Strain Extra", + "PERMANENT_STRAIN": "Permanent Strain", + "PERSONAL_APPORTATION_DESC": "The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void.\nThe core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind.\nA teleporter will instinctively abort any apportation that would leave him embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power.\nThe maximum range of Personal Apportation depends on the teleporter’s skill level. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene.\nLevel-0: The psychic can teleport up to 10 meters.\nLevel-1: The psychic can teleport up to 100 meters.\nLevel-2: The psychic can teleport up to 10 kilometers.\nLevel-3: The psychic can teleport up to 1,000 kilometers.\nLevel-4: The psychic can teleport anywhere on a planet’s surface or near orbit.", + "PERSONAL_APPORTATION": "Personal Apportation", + "PERSUADE": "Persuade", + "PHARMACEUTICALS": "Pharmaceuticals", + "PHYSICAL_SAVE": "Physical Save", + "PHYSICAL": "Physical", + "PILOT": "Pilot", + "PIRATE_KING": "Pirate King", + "PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.", + "PLANETARY_DEFENSE_ARRAY": "Planetary Defense Array", + "PLASMA_BEAM": "Plasma Beam", + "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.", + "PLASMA_PROJECTOR": "Plasma Projector", + "POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.", + "POINT_DEFENSE_LASERS": "Point Defense Lasers", + "POLICE_OFFICER": "Police Officer", + "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.", + "POLYMORPHIC_NANITES": "Polymorphic Nanites", + "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.", + "POLYPLAST_CARAPACE": "Polyplast Carapace", + "POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam", + "PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.", + "PORTABOX": "Portabox", + "POSITIVE": "Positive", + "POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.", + "POWER_CELL_TYPE_A": "Power cell, type A", + "POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.", + "POWER_CELL_TYPE_B": "Power cell, type B", + "POWER_INIT": "P", + "POWER": "Power", + "POWERED": "Powered", + "PRAY": "Pray", + "PRECOGNITION": "Precognition", + "PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.", + "PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber", + "PREPARED": "Prepared", + "PRESSURE_FIELD_DESC": "As an Instant action, the adept can manifest a protective force skin around their person equivalent to a vacc suit, maintaining pressure and temperature even in hard vacuum conditions. They can ignore temperatures at a range of plus or minus 100 degrees Celsius and automatically pressurize thin atmospheres for breathability, or filter particulates or airborne toxins. By Committing Effort for the scene, they can shield up to six comrades. This lasts until the user reclaims the Effort.", + "PRESSURE_FIELD": "Pressure Field", + "PRESSURE_SHEATHING_DESC": "Occasionally purchased by workers in hard vacuum or other hostile environments, pressure sheathing integrates an ultrathin pressure membrane with the user’s dermis and emergency film sealants that trigger at the user’s mental command. The pressure sheathing serves as an emergency vacc suit with an integral oxygen supply and temperature regulators that can sustain them for up to thirty minutes. A pressure sheath needs 48 hours to regain structural integrity and power after triggering. A pressure sheath can be detected only by a close medical examination.", + "PRESSURE_SHEATHING": "Pressure Sheathing", + "PRESSURE_TENT_DESC": "This tent maintains a breathable atmosphere, tolerable temperature and serviceable sleeping quarters for up to five very friendly occupants. Advanced filtration and cracking tech allows a single standard vacc suit oxygen tank to provide breathable air for the occupants for up to 24 hours. The tent requires a type A power cell for each day in which this filter is employed.", + "PRESSURE_TENT": "Pressure tent", + "PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.", + "PRETECH_COSMETIC": "Pretech Cosmetic", + "PRICE": "Price", + "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.", + "PRIMITIVE_BOW": "Primitive Bow", + "PRIMITIVE_DRONE": "Primitive Drone", + "PRIMITIVE": "Primitive", + "PROCESSING_NODES": "Processing Nodes", + "PROCESSING": "Processing", + "PROFESSION": "Profession", + "PROFICIENT_APPORTATION_DESC": "Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.", + "PROFICIENT_APPORTATION": "Proficient Apportation", + "PROFICIENT": "Proficient", + "PROGRAM": "Program", + "PROJECTS": "Projects", + "PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.", + "PROPHECY": "Prophecy", + "PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.", + "PROSTHETIC_LIMB": "Prosthetic Limb", + "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.", + "PSEUDONUKE": "Pseudonuke", + "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.", + "PSIONIC_ANCHORPOINT": "Psionic anchorpoint", + "PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic", + "PSIONICS": "Psionics", + "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.", + "PSITECH_COMBAT_SUIT": "Psitech Combat Suit", + "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.", + "PSYCH": "Psych", + "PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.", + "PSYCHIC_REFINEMENT_DESC": "The metapsion gains improved mastery over their own powers and an innate sensitivity to the use of psionic abilities in their presence.\nLevel-0: The adept can visually and audibly detect the use of psychic powers. If both the source and target are visible to the metapsion, they can tell who’s using the power, even if it’s normally imperceptible. They gain a +2 bonus on any saving throw versus a psionic power.\nLevel-1: The metapsion’s maximum Effort increases by an additional point.\nLevel-2: The adept can determine whether or not a person is a psychic or has latent psionic abilities through one round of visual inspection. Their saving throw bonus against psionic powers increases to +3.\nLevel-3: The metapsion’s maximum Effort increases by an additional point.\nLevel-4: The metapsion can perform a slightly safer version of torching. Instead of rolling the torching damage die, they simply suffer 10 hit points of damage after torching is used. The damage occurs after the fueled power activates, allowing a psychic at low hit points to trigger a power before falling unconscious. This damage cannot be healed by anything but natural bed rest, though a psychic can be stabilized if this technique drops her to zero hit points.", + "PSYCHIC_REFINEMENT": "Psychic Refinement", + "PSYCHIC_SKILLS_TECHNIQUES": "Psychic Skills & Techniques", + "PSYCHIC_STATIC_DESC": "As an Instant action, the metapsion may Commit Effort for the day to negate a perceived psychic power. The psychic responsible for the effect must Commit Effort for the day as an Instant action to resist this negation, otherwise the power ends and any action used to trigger it is wasted. The PC may then Commit Effort for the day again, with each spending and counter-spending until one runs out of Effort or chooses to stop. Psychic Static can be applied only once per round to any particular power. The target of the Psychic Static automatically knows the position of the interfering metapsion, though other onlookers do not have any obvious way of identifying the metapsion.", + "PSYCHIC_STATIC": "Psychic Static", + "PSYCHIC_SUCCOR_DESC": "The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time.\nActivating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.\nLevel-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.\nLevel-1: As level-0, and heal 1d6+1 hit points of damage. If used on a mortally-wounded target, they revive with the rolled hit points and can act normally on the next round.\nLevel-2: As level-1, but healing 2d6+2 hit points instead. Level-3: As level-2, but healing 2d6+6 hit points instead. Level-4: As level-3, but healing 3d6+8 hit points instead.", + "PSYCHIC_SUCCOR": "Psychic Succor", + "PSYCHIC_TECHNIQUE": "Psychic Technique", + "PSYCHIC_TECHNIQUES": "Psychic Techniques", + "PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.", + "PSYCHIC_TRAINING": "Psychic Training", + "PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.", + "PSYCHIC_TUTELAGE": "Psychic Tutelage", + "PSYCHIC": "Psychic", + "PUNCH": "Punch", + "QUALITIES": "Qualities", + "QUERY_FOR_MODIFIERS_DESC": "Turn this off to stop roll buttons on the sheet from querying for roll modifiers.", + "QUERY_FOR_MODIFIERS": "Query for modifiers", + "QUERY": "Query", + "QUICK_MENUS": "Quick Menus", + "QUICK_ROLLS": "Quick Rolls", + "QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.", + "QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction", + "RACE_SPECIES": "Race / Species", + "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.", + "RACING_GRAVITICS": "Racing Gravitics", + "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.", + "RAILGUN": "Railgun", + "RANGE": "Range", + "RANGED_AC": "Ranged AC", + "RANGED_ARMOR_CLASS": "Range Armor Class", + "RANGED_ATTACK_BONUS": "Ranged Attack Bonus", + "RANGED_WEAPONS": "Ranged weapons", + "RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.", + "RATIONS_1_DAY": "Rations, 1 day", + "REACTION": "Reaction", + "REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.", + "REACTIVE_TELEKINESIS": "Reactive Telekinesis", + "READIED": "Readied", + "REAPER_BATTERY": "Reaper Battery", + "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.", + "REDIVIVUS_SHEATH": "Redivivus Sheath", + "REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.", + "REFLEX_RESPONSE": "Reflex Response", + "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.", + "REINFORCED_STRUCTURE": "Reinforced Structure", + "RELIGION": "Religion", + "REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.", + "REMOTE_LINK_UNIT": "Remote link unit", + "REMOTE_REPAIR_DESC": "Psychic Succor and other biopsionic techniques that normally require touch contact can now be applied at a distance up to 100 meters, provided the biopsion can see the target with their unaided vision. Hostile powers that normally require a hit roll will hit automatically. Each time this technique is used, Effort must be Committed for the scene.", + "REMOTE_REPAIR": "Remote Repair", + "RENOWN": "Renown", + "REPAIR_BOT": "Repair Bot", + "REPORT_AN_ISSUE": "Report an issue", + "REQUIRES_CHATSETATTR": "Requires the ChatSetAttr API script.", + "RESOURCES": "Resources", + "RESULT": "Result", + "REVENANT_WIRING_DESC": "One of the more grotesque results of late pretech augmentation research, revenant wiring permeates the user’s body with a web of supplementary limb actuators and sensor clusters. In combat, the user may designate up to a half-dozen targets to the system’s braked micro-AI. If the user goes unconscious or is killed, the micro-AI will engage the limb actuators to keep fighting, even if the user is nothing more than a ragged mass of mangled tissue. The micro-AI is not brilliant, but it is capable of negotiating most terrain and dealing with physical impediments to killing the designated targets. The actuators have power to keep operating for 3d4 rounds, or until the wearer takes 25 more hit points of damage, whichever comes first. The stress produced by revenant wiring makes it much more difficult to revive a downed user with Lazarus patches or biopsionics; all revivification chances are half normal.", + "REVENANT_WIRING": "Revenant Wiring", + "REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.", + "REVERIE": "Reverie", + "REVISED_EDITION": "Revised Edition", + "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.", + "REVOLVER": "Revolver", + "RIDE": "Ride", + "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.", + "RIFLE": "Rifle", + "RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.", + "RIFT_REDUPLICATION": "Rift Reduplication", + "RIGHT_COLUMN": "Right column", + "ROBOT": "Robot", + "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.", + "ROCKET_LAUNCHER": "Rocket Launcher", + "ROLL_FULL_ATTACK": "Roll full attack", + "ROLL_HP": "Roll HP", + "ROLLS": "Rolls", + "ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.", + "ROPE_20_METERS": "Rope, 20 meters", + "SAIL": "Sail", + "SANDTHROWER": "Sandthrower", + "SAVAGE_FRAY_DESC": "You are a whirlwind of bloody havoc in melee combat, and can survive being surrounded far better than most combatants.\nLevel 1: Gain Stab as a bonus skill. All enemies adjacent to you at the end of your turn whom you have not attacked suffer the Shock damage of your weapon if their Armor Class is not too high to be affected.\nLevel 2: After suffering your first melee hit in a round, any further melee attacks from other assailants automatically miss you. If the attacker who hits you has multiple attacks, they may attempt all of them, but other foes around you simply miss.", + "SAVAGE_FRAY": "Savage Fray", + "SAVE": "Save", + "SAVES": "Saves", + "SAVING_THROW": "Saving Throw", + "SAVING_THROWS": "Saving Throws", + "SCENE": "Scene", + "SCIENCE": "Science", + "SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.", + "SCOUT_REPORT": "Scout report", + "SECOND_LEVEL": "2nd Level", + "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.", + "SECURE_CLOTHING": "Secure Clothing", + "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.", + "SECURITY_ARMOR": "Security Armor", + "SECURITY": "Security", + "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.", + "SEMI_AUTO_PISTOL": "Semi-Auto Pistol", + "SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.", + "SENSE_THE_NEED": "Sense the Need", + "SENSOR_MASK_DESC": "At long distances, disguise ship as another.", + "SENSOR_MASK": "Sensor mask", + "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.", + "SENSOR_TRANSPARENCY": "Sensor Transparency", + "SERIAL_KILLER": "Serial Killer", + "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.", + "SHEAR_RIFLE": "Shear Rifle", + "SHELL": "Shell", + "SHELLS": "Shells", + "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.", + "SHIELD": "Shield", + "SHIELDING": "Shielding", + "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.", + "SHIP_BAY_FIGHTER": "Ship Bay/Fighter", + "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.", + "SHIP_BAY_FRIGATE": "Ship Bay/Frigate", + "SHIP": "Ship", + "SHIPS_LOCKER_DESC": "General equipment for the crew.", + "SHIPS_LOCKER": "Ship's locker", + "SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.", + "SHIPTENDER_MOUNT": "Shiptender mount", + "SHOCK_AC": "Shock AC", + "SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤", + "SHOCK_DAMAGE": "Shock damage", + "SHOCK": "Shock", + "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.", + "SHOCKING_ASSAULT": "Shocking Assault", + "SHOOT": "Shoot", + "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.", + "SHOTGUN": "Shotgun", + "SHOW_HIDE": "show/hide", + "SHUTTLE": "Shuttle", + "SINGULARITY_GUN": "Singularity Gun", + "SIZE": "Size", + "SKILL_AB": "Skill AB", + "SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice", + "SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.", + "SKILL_LIST_DESC": "Chose whether to change to the skill list from First Edition SWN, Worlds Without Number, or use neither (In that case you should probably enable custom skills).", + "SKILL_LIST": "Skill list", + "SKILL_NAME": "Skill name", + "SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership", + "SKILL_ORDER_MAGIC": "know_magic,use_magic,sunblade", + "SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation", + "SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot", + "SKILL_ORDER_WWN": "administer,connect,convince, craft,exert,heal,know,lead,magic,notice,perform,pray,punch,ride,sail,shoot,sneak,stab,survive,trade,work", + "SKILL": "Skill", + "SKILLED_PROFESSIONAL": "Skilled Professional", + "SKILLS": "Skills", + "SLEEPER": "Sleeper", + "SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.", + "SLIP_FIELD": "Slip Field", + "SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.", + "SLOWTIME_WINDOW": "Slowtime Window", + "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ", + "SMALL_ADVANCED_WEAPON": "Small advanced weapon", + "SMALL_PACK_HUNTER": "Small Pack Hunter", + "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.", + "SMALL_PRIMITIVE_WEAPON": "Small primitive weapon", + "SMALL_STATION": "Small Station", + "SMALL_VICIOUS_BEAST": "Small Vicious Beast", + "SMART_CLOUD": "Smart Cloud", + "SMUGGLERS_HOLD_DESC": "Small amount of well-hidden cargo space.", + "SMUGGLERS_HOLD": "Smuggler's hold", + "SNEAK": "Sneak", + "SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.", + "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.", + "SNIPER_RIFLE": "Sniper Rifle", + "SNIPER": "Sniper", + "SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.", + "SOLAR_RECHARGER": "Solar recharger", + "SOLDIER_BOT": "Soldier Bot", + "SP": "SP", + "SPACE_MAGIC": "Space Magic", + "SPARE_PARTS_DESC": "This is a general category for a number of small TL4 components and repair materials. While a simple toolkit or metatool is often enough to fix a damaged object, severely broken devices may need replacement parts. Rather than keep a catalog of bits and pieces, a technician can simply bring along one or more units of spare parts, subtracting one whenever the GM decides that a repair effort requires more than existing salvage can support. A unit of spare parts can also be used to jury-rig some basic, uncomplicated tool or weapon from the equipment list with ten or fifteen minutes of assembly and at least Fix-0 skill. Such bodged devices rarely last longer than one scene.", + "SPARE_PARTS": "Spare parts", + "SPATIAL_AWARENESS_DESC": "The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.", + "SPATIAL_AWARENESS": "Spatial Awareness", + "SPATIAL_SYNCHRONY_MANDALA_DESC": "The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.", + "SPATIAL_SYNCHRONY_MANDALA": "Spatial Synchrony Mandala", + "SPD": "SPD", + "SPECIALIST_DESC": "You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a world-famous athlete, a brilliant engineer, or some other savant, your expertise is extremely reliable. You may take this focus more than once for different skills.\nLevel 1: Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.\nLevel 2: Roll 4d6 and drop the two lowest dice for all skill checks in this skill.", + "SPECIALIST": "Specialist", + "SPECIES_GENDER": "Species / Gender", + "SPECIFIC_HUMAN": "Specific human", + "SPEED": "Speed", + "SPELL_CASTS": "Spell Casts", + "SPELL_POINTS": "Spell Points", + "SPELL_SLOTS": "Spell Slots", + "SPELL": "Spell", + "SPELLS_PREPARED": "Spells Prepared", + "SPELLS": "Spells", + "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", + "SPIKE_DRIVE_2": "Drive-2 upgrade", + "SPIKE_DRIVE_3_DESC": "Upgrade a spike drive to drive-3 rating.", + "SPIKE_DRIVE_3": "Drive-3 upgrade", + "SPIKE_DRIVE_4_DESC": "Upgrade a spike drive to drive-4 rating.", + "SPIKE_DRIVE_4": " Drive-4 upgrade", + "SPIKE_DRIVE_5_DESC": "Upgrade a spike drive to drive-5 rating.", + "SPIKE_DRIVE_5": "Drive-5 upgrade", + "SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.", + "SPIKE_DRIVE_6": "Drive-6 upgrade", + "SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector", + "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.", + "SPIKE_THROWER": "Spike Thrower", + "SPINAL_BEAM_CANNON": "Spinal Beam Cannon", + "SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter", + "SQUEAL": "Squeal", + "STAB": "Stab", + "STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.", + "STABILIZATION_OVERRIDES": "Stabilization Overrides", + "STALKER": "Stalker", + "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.", + "STAR_CAPTAIN": "Star Captain", + "STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.", + "STARFARER": "Starfarer", + "STAT_BLOCK": "Stat block", + "STATBLOCK": "Statblock", + "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.", + "STATIONKEEPING": "Stationkeeping", + "STATUS": "Status", + "STEALTH": "Stealth", + "STEWARD": "Steward", + "STILETTO_CHARGE_DESC": "These ancient Mandate-era polymorphic intrusion charges were originally made to allow Mandate agents to easily overcome primitive colonial data security measures. Each charge is a small interface plug the size of a human thumb. When used as part of a hack against a TL4 system, it causes the skill check to automatically succeed regardless of the difficulty. Without line shunts, however, the duration of the hack is still no more than the usual 1d4 rounds plus the hacker’s Program skill. These devices are single-use, and are prized so highly that they are almost always unavailable for conventional purchase. Favors to the right people and the looting of Mandate remnants are the only normal ways to acquire these devices.", + "STILETTO_CHARGE": "Stiletto charge", + "STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.", + "STORAGE_UNIT": "Storage unit", + "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.", + "STORM_ARMOR": "Storm Armor", + "STOWED": "Stowed", + "STR_DEX": "STR/DEX", + "STR": "STR", + "STRAIN_COST": "Strain cost", + "STRAIN_EXTRA": "Strain Extra", + "STRAIN": "Strain", + "STREET": "Street", + "STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force", + "STRENGTH_SHORT": "STR", + "STRENGTH": "Strength", + "STRENGTH/2": "Strength/2", + "STRIKE_FIGHTER": "Strike Fighter", + "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.", + "STUN_BATON": "Stun baton", + "STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.", + "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.", + "STUTTERJUMP_SUIT": "Stutterjump Suit", + "STUTTERJUMP": "Stutterjump", + "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.", + "SUBMACHINE_GUN": "Submachine Gun", + "SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.", + "SUBSYSTEMS": "Subsystems", + "SUBTLE": "Subtle?", + "SUCCESS!": "Success!", + "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.", + "SUICIDE_CHARGE": "Suicide Charge", + "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.", + "SUIT_RIPPER": "Suit ripper", + "SUIT": "Suit", + "SUMMON": "Summon", + "SUNBLADE": "Sunblade", + "SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.", + "SUPPRESS_COGNITION": "Suppress Cognition", + "SURGE_MOMENTUM_DESC": "The metapsion’s abilities can be reinforced with a degree of metadimensional energy that would cause substantial damage to a less adept mind. Particularly weak or unprepared minds might be completely crushed by the force of the adept’s augmented will.\nThe adept must Commit Effort for the day when using a power that normally grants its target a saving throw. The target then suffers a penalty equal to the adept’s Metapsionics skill on any saving throw normally granted by the power. If the target’s hit die total or character level is less than half the adept’s level, rounded up, they automatically fail their saving throw.", + "SURGE_MOMENTUM": "Surge Momentum", + "SURVEY_SCANNER_DESC": "A multipurpose scanner that can take atmospheric and gravitic readings, provide basic chemical analysis of samples of up to one cubic centimeter in size, and record up to two hundred hours of video information or ten times that amount of audio. Know skill checks are necessary for any but the most basic analysis.", + "SURVEY_SCANNER": "Survey scanner", + "SURVEY_SENSOR_ARRAY_DESC": "Improved planetary sensory array.", + "SURVEY_SENSOR_ARRAY": "Survey sensor array", + "SURVIVAL_KIT_DESC": "A standard belt-worn kit with fire lighter, water filter, three thermal flares, knife, thermal blanket, a brightly-colored 3 x 3 meter waterproof tarp, a glowbug, and a radio beacon that can transmit a distress signal up to fifty kilometers for one month on the included type A power cell. Survival kits sold on a particular world will usually also include a small booklet on specific dangers or edible organics. Possession of a survival kit grants a +1 to all relevant Survive skill checks, assuming its contents are helpful on a given planet. Survival kits are well-organized, and count as only one item for encumbrance purposes.", + "SURVIVAL_KIT": "Survival kit", + "SURVIVAL": "Survival", + "SURVIVE": "Survive", + "SUSPENDED_MANIFESTATION_DESC": "The metapsion is capable of “hanging” a psychic power in their brain, forming the energy patterns and then suspending them in a self-sustaining loop until it’s time to trigger their release. The psychic must Commit Effort for the day to hang a power, along with the Effort normally necessary to trigger it. None of this Effort can be recovered until the power is expended, after which it recovers at its usual speed. Activating the power is an Instant action, or an On Turn action if it allows the target a saving throw of some kind. Only one ability can be held suspended at any one time.", + "SUSPENDED_MANIFESTATION": "Suspended Manifestation", + "SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.", + "SYNTHETIC_ADAPTATION": "Synthetic Adaptation", + "SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.", + "SYSTEM_DRIVE": "System drive", + "SYSTEM_LIST_DESC": "Choose the system.", + "SYSTEM_LIST": "System list", + "SYSTEM_OPTIONS": "System options", + "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.", + "SYSTEM_RESET_INDUCTOR": "System Reset Inductor", + "SYSTEM_STRAIN_/_MAX": "System Strain / Max", + "SYSTEM_STRAIN": "System Strain", + "TACTICS": "Tactics", + "TAGGER_NANITES_DESC": "While true nanotechnology is beyond the grasp of standard TL4 science, this cyberware allows for the implantation of very simple nanofactories in the user, ones that exude a constant imperceptible “smart dust”. Objects the user touches can be tagged by these nanites, which generate more of their kind for up to 48 hours after tagging. The dust then lays down a trail behind the tagged object, one that is visible to the user or to someone using a properly-keyed tracer. Only counter-nanite measures can remove the dust, as ordinary bathing or scrubbing is insufficient. The dust can be pinged by radio to announce its location to anyone within five kilometers, but most users prefer to leave the dust in passive mode, where it is undetectable to most TL4 sensors. Tagging an object adds one System Strain to the user.", + "TAGGER_NANITES": "Tagger Nanites", + "TAILORED_ANTIALLERGENS_DESC": "A dose of tailored antiallergens can be used to render a local world’s organics largely edible by humans and its atmosphere breathable without severe allergic reactions. While many worlds have been seeded with Terran life forms or have produced organics that are edible by humans, others are toxic without the appropriate chemical augmentation. A dose of these antiallergens lasts for twenty-four hours.", + "TAILORED_ANTIALLERGENS": "Tailored antiallergens", + "TALK": "Talk", + "TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.", + "TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct", + "TECH_ASTRONAUTIC": "Tech/Astronautic", + "TECH_MALTECH": "Tech/Maltech", + "TECH_MEDICAL": "Tech/Medical", + "TECH_POSTECH": "Tech/Postech", + "TECH_PRETECH": "Tech/Pretech", + "TECH_PSITECH": "Tech/Psitech", + "TECHNIQUE": "Technique", + "TELEKINESIS": "Telekinesis", + "TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.", + "TELEKINETIC_ARMORY": "Telekinetic Armory", + "TELEKINETIC_EXPERTISE_DESC": "The adept has become familiar enough with the manipulation of telekinetic force that they may now use Telekinetic Manipulation without Committing Effort.", + "TELEKINETIC_EXPERTISE": "Telekinetic Expertise", + "TELEKINETIC_FLIGHT_DESC": "As an Instant action, the telekinetic can Commit Effort to begin flying, and may extend this effect to up to a half-dozen unresisting, human-sized allies within 30 meters. While flying, the psychic can move at twice their normal movement rate in any direction They can plunge earthward at up to terminal velocity without harm, and even orbital insertions are survivable with this power if a vacc suit is available or the Pressure Field technique is used. Allies must end their turns within 30 meters of the psychic to maintain this flight but control their own motion. As an Instant, this power may be triggered in time to negate falling damage. The flight lasts for as long as the Effort remains Committed.", + "TELEKINETIC_FLIGHT": "Telekinetic Flight", + "TELEKINETIC_GENERATOR_DESC": "While this device assumes the presence of a trained telekinetic, it isn’t strictly psitech, as its operation is quite simple. A telekinetic user pushes a resistance bar within the generator, causing a flow of electricity to recharge an attached power cell. Any telekinetic with Telekinesis-1 skill or better can recharge a cell with fifteen minutes of concentration. In an emergency, a character with at least Strength 10 can operate the generator manually, though they need to succeed on a difficulty 8 Con/Exert skill check in order to keep up the pace for an hour. Failure means that the character must rest for at least an hour before trying again. The generator can charge one type A power cell at a time.", + "TELEKINETIC_GENERATOR": "Telekinetic generator", + "TELEKINETIC_MANIPULATION_DESC": "The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically.\nA telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.\nLevel-0: The psychic can exert force as if with one hand and their own strength.\nLevel-1: The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.\nLevel-2: The psychic can lift or manipulate up to four hundred kilograms and smash a human-sized hole in structures of light wooden construction or lighter as a Main Action.\nLevel-3: The psychic can manipulate up to eight hundred kilograms and can affect as many individual objects at once as they have Telekinesis skill levels.\nLevel-4: The psychic can manipulate up to a metric ton and can smash human-sized holes in TL4-constructed exterior walls, light stone walls, or similar barriers as a Main Action.", + "TELEKINETIC_MANIPULATION": "Telekinetic Manipulation", + "TELEKINETIC_RAM_DESC": "As a Main Action, the psychic can Commit Effort for the scene to target a tremendous, uncontrolled burst of force at a single target within sight. This burst requires some time to detonate, however, and will only go off at the end of the next round. Targets of this technique are aware of an oppressive, electrical tingling in the air and are apt to instinctively move; this technique is thus generally useless against any target that is not entirely immobile, as any movement of a chosen target disrupts the ram. Once the ram detonates, however, it is sufficient to destroy any immobile civilian vehicle, create a five-meter hole in anything short of hardened military fortifications, or inflict 5d12 damage on anything else as if it were struck by a Heavy weapon.", + "TELEKINETIC_RAM": "Telekinetic Ram", + "TELEPATHIC_ASSAULT_DESC": "The telepath Commits Effort for the day as a Main Action to force a wave of metadimensional energy through the brain of a Telepathic Contact target. The assault does 6d6 damage, or 9d6 damage if the telepath has Telepathy-4 skill. The target may make a Mental saving throw to halve the damage. This assault cannot kill a target, but can knock them unconscious for an hour if they’re reduced to zero hit points, after which they wake up with one hit point. A victim cannot be\ntargeted by an assault more than once per scene.", + "TELEPATHIC_ASSAULT": "Telepathic Assault", + "TELEPATHIC_CONTACT_DESC": "The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques.\nThe depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene. Level-0: Observe emotional states in a target. Intense\nemotions provide a single word or image related to the focus of the feelings.\nLevel-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn.\nLevel-2: The psychic’s awareness of the target’s surface cognition is sophisticated enough to read their current thoughts, though it can’t pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.\nLevel-3: The psychic can drill down into the target’s memory to get a one or two-sentence answer to any single question they ask, or receive a single answering vision of the target’s recollections. The target can attempt a Mental saving throw to resist this power, and whether or not it succeeds the contact is automatically ended. It can be re-established, but only by activating this technique again.\nLevel-4: The psychic instantly gets a full and nuanced awareness of everything the target can remember about a particular topic. The target can attempt a Mental saving throw to resist this power, and whether or not it succeeds the contact is automatically ended afterwards. It can be re-established, but only by activating this technique again.", + "TELEPATHIC_CONTACT": "Telepathic Contact", + "TELEPATHY": "Telepathy", + "TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.", + "TELEPORTATION_PADS": "Teleportation pads", + "TELEPORTATION": "Teleportation", + "TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club", + "TELESCOPING_POLE": "Telescoping pole", + "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.", + "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array", + "TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.", + "TERATIC_OVERLOAD": "Teratic Overload", + "TERMINAL_REFLECTION_DESC": "The psychic’s Oracle power automatically triggers as an Instant action moments before some unexpected danger or ambush, giving the precog a brief vision of the impending hazard. This warning comes just in time to avoid springing a trap or to negate combat surprise for the precog and their companions. If the psychic does not immediately Commit Effort for the day, this sense goes numb and this technique cannot be used for the rest of the day.", + "TERMINAL_REFLECTION": "Terminal Reflection", + "TERRIFYING_APEX_PREDATOR": "Terrifying Apex Predator", + "THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.", + "THERMAL_FLARE": "Thermal flare", + "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.", + "THERMAL_PISTOL": "Thermal Pistol", + "THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.", + "THERMOKINESIS": "Thermokinesis", + "THIRD_LEVEL": "3rd Level", + "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.", + "THUNDER_GUN": "Thunder Gun", + "TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.", + "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", + "TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.", + "TINKER": "Tinker", + "TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.", + "TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field", + "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.", + "TITAN_POWERED_ARMOR": "Titan Powered Armor", + "TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.", + "TOOLKIT_POSTECH": "Toolkit/Postech", + "TOOLKIT_PRETECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.", + "TOOLKIT_PRETECH": "Toolkit/Pretech", + "TOOLS_AND_MEDICAL": "Tools & Medical", + "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", + "TOTAL_STRAIN": "Total Strain", + "TOTAL": "Total", + "TOXIN_INJECTOR_DESC": "The user’s canines or fingernails are altered to allow for the injection of one of two types of poison. If the user attempts to inject an unsuspecting victim they are already touching, the attempt is automatically successful. If the victim is wary or in combat, they can only be affected if they are unarmored and the user succeeds in a Punch attack roll. On a success, the victim must make a Physical saving throw at -2 or be incapacitated by the poison, dying in 1d6 rounds or being incapacitated for 1d6 hours at the user’s discretion. Each poison attack adds 2 System Strain to the user.", + "TOXIN_INJECTOR": "Toxin Injector", + "TRACTOR_BEAMS_DESC": "Manipulate objects in space at a distance.", + "TRACTOR_BEAMS": "Tractor beams", + "TRADE_GOODS_DESC": "Glowbugs, ceramic fire lighters, antibiotics, ceraplast tools, and the other fruits of a TL4 civilization that might be valuable on more primitive worlds. A kilo of trade goods can usually be traded for at least a hundred credits worth of local products on more primitive worlds that are not well-served by interstellar merchants. The profit margin shrinks rapidly as interstellar trade becomes more common, and there is always the difficulty of finding local products that are actually worth a merchant’s journey.", + "TRADE_GOODS": "Trade goods", + "TRADE_METALS_DESC": "The fruit of common TL4 asteroid mining, trade metals include gold, platinum, artificial gemstones, and other substances precious on many lost worlds and trivially valuable on spacefaring ones. A kilo worth of trade metals can be exchanged for as much as a thousand credits worth of local products on metal-poor worlds isolated from interstellar trade. Markets flood rapidly, however, and it usually doesn’t take more than a few merchant trips to persuade the locals to demand trade goods or credits.", + "TRADE_METALS": "Trade metals", + "TRADE": "Trade", + "TRANSHUMAN_CHARACTERS_DESC": "Run a Transhuman campaign with body-swapping. Rules for this are in the Deluxe edition.", + "TRANSHUMAN_CHARACTERS": "Transhuman Characters", + "TRANSLATOR_TORC_DESC": "Each translator torc is keyed for two languages, and will automatically translate what it hears in one into speech in the other. The translations are eccentric in many cases, and there is always a several-second delay between each statement and its translation. Any attempts to exert social skills or Charisma through a translator torc suffer a -2 skill check penalty. The torc is powered by one type A power cell, which lasts for one week of regular use.", + "TRANSLATOR_TORC": "Translator torc", + "TRANSMIT_THOUGHT_DESC": "The telepath can send thoughts and images over a Telepathic Contact, allowing two-way communication with a willing target as an Instant action when desired.", + "TRANSMIT_THOUGHT": "Transmit Thought", + "TRAUMA_DIE": "Trauma Die", + "TRAUMA_RATING": "Trauma Rating", + "TRAUMA_TARGET": "Trauma Target", + "TRAVEL_COST": "Travel Cost", + "TRAVEL_TIME": "Travel Time", + "TSUNAMI_DESC": "Requires Heal-1. An emergency combat stim used to juice certain expendable soldiers before an assault, Tsunami fills them with a reckless disregard for pain and an intense aggressiveness. The short effect duration and difficult application limits its wider use, however. Subjects gain a Morale score of 12, 10 extra hit points for ten minutes and a +2 bonus on all hit rolls. At the end of the duration, they immediately lose those 10 hit points, which may leave them mortally wounded. Each application adds 2 System Strain to the target.", + "TSUNAMI": "Tsunami", + "TWITCHLOCK_ACTUATORS_DESC": "Neural override fibers are woven into the user’s hands and arms and linked to a perceptual modulator implanted at the base of the user’s brain stem. When presented with a direct exercise of hand-eye coordination, the twitchlock can be engaged to produce superhuman accuracy and precision. Any attack roll or skill check reliant chiefly on manual dexterity or aim can be rerolled, though the power surge inflicts two points of System Strain on the user. A given roll can only be rerolled once with this cyberware. While the twitchlock allows superhuman accuracy when engaged, the overrides fuzz ordinary nerve impulses and reduce the user’s Dexterity modifier by 1 when active. Activating or deactivating the cyberware requires a Main Action.", + "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", + "TYPE_OF_MAGIC": "Type of Magic", + "TYPE": "Type", + "UNARMED_COMBATANT_DESC": "Your empty hands are more dangerous than knives and guns in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding rifles and similar long arms, though you need at least one hand free to do so.\nLevel 1: Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. While you normally add your Punch skill level to any unarmed damage, don’t add it twice to this Shock damage.\nLevel 2: You know locks and twists that use powered servos against their wearer. Your unarmed attacks count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a Punch attack, you do an unmodified 1d6 damage.", + "UNARMED_COMBATANT": "Unarmed Combatant", + "UNCOMMITTED": "Uncommitted", + "UNIQUE_GIFT_DESC": "Whether due to exotic technological augmentation, a unique transhuman background, or a remarkable human talent, you have the ability to do something that’s simply impossible for a normal human.\nThis is a special focus which serves as a catch-all for some novel power or background perk that doesn’t have a convenient fit in the existing rules. A transhuman who can function normally in lethal environments, a nanotech-laden experimental subject with a head full of exotic sensors, or a brilliant gravitic scientist who can fly thanks to their personal tech might all take this focus to cover their special abilities.\nIt’s up to the GM to decide what’s reasonable and fair to be covered under this gift. If an ability is particularly powerful, it might require the user to take System Strain to use it, as described on page 32.\nAs a general rule this ability should be better than a piece of gear the PC could buy for credits. The player is spending a very limited resource when they make this focus pick, so what they get should be good enough that they can’t just duplicate it with a fat bank account.", + "UNIQUE_GIFT": "Unique Gift", + "UNITY_OF_THOUGHT_DESC": "The telepath becomes exceptionally skilled at weaving together multiple allied minds. When they establish a Telepathic Contact with a willing ally they may bind up to six willing participants into the same contact without further Effort. This multi-person link is relatively shallow, and allows only the Instant exchange of thoughts, images, and sensory impressions. While under its effect, every participant knows the exact location and condition of all others, and uses the best Initiative roll of any of them if combat commences. At the table, up to five minutes of discussion and coordination among the players can be arranged each round without incurring delays for the PCs. Every combat turn, one gestalt member of the psychic’s choice gets an extra round of action to represent the benefits of the perfect coordination of the group. The psychic cannot gain this bonus round himself. The telepathic link lasts as long as the psychic initiates no new Telepathic Contact, and it has a range that extends to any point within a solar system.", + "UNITY_OF_THOUGHT": "Unity of Thought", + "UNSPENT_PSIONIC_SKILL_POINTS": "Unspent psionic skill points", + "UNSPENT_SKILL_POINTS": "Unspent skill points", + "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", + "UNTRAINED": "Untrained", + "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", + "VACC_FRESHER_DESC": "This three-kilo tube filters and compresses atmosphere to refill vacc suit oxygen tanks. It can extract oxygen from any atmosphere which contains it, even in the form of carbon dioxide. Refilling a standard vacc suit tank requires ten minutes of operation and consumes one type A power cell. Most vacc freshers are also equipped with an emergency hand crank power source, though it requires at least two hours of cranking.", + "VACC_FRESHER": "Vacc fresher", + "VACC_SKIN_DESC": "A more advanced TL5 version of the vacc suit, this skin-tight suit can be worn as a readied item in conjunction with armor, though it grants no Armor Class bonus itself. It requires no oxygen tank, automatically cracking and recycling the wearer’s respiration, and can even recycle the wearer’s bodily waste into drinkable water if necessary. Vacc skins apply no penalty to hit rolls or skill checks for wearers. It suffers tears in the same way as a normal vacc suit, and requires a type A power cell for each 24 hours of operation.", + "VACC_SKIN": "Vacc skin", + "VACC_SUIT_DESC": "The standard TL4 vacc suit is designed to allow the wearer to survive in both hard vacuum and on most inhospitable planetary surfaces. The suit protects against ordinary levels of cosmic radiation and provides a temperature-controlled atmosphere. Vacc suits are equipped with radios that have a ten-kilometer range. A vacc suit oxygen tank weighs 1 encumbrance, included with the weight of the suit, and functions for six hours. Vacc suits are cumbersome, and apply a -2 penalty to all hit rolls and skill checks that require movement. Those with at least a month of zero-gee experience can ignore this penalty. No armor can be worn with a vacc suit, though the suit itself grants AC 13 to its wearers. A vacc suit requires one type A power cell for each twelve hours of operation. Vacc suits have a self-healing exterior that can seal the puncture wounds caused by bullets, arrows, or energy beams, but a strike from an edged weapon can overwhelm the repair system. If a character with 10 or fewer hit points is struck by an edged weapon, there is a 50% chance the suit is torn. Suits are equipped with emergency repair patches, but it requires a Main Action to apply one.", + "VACC_SUIT": "Vacc suit", + "VEHICLE_AIR": "Vehicle/Air", + "VEHICLE_GRAV": "Vehicle/Grav", + "VEHICLE_LAND": "Vehicle/Land", + "VEHICLE_SPACE": "Vehicle/Space", + "VEHICLE_TRANSPORT_FITTINGS_DESC": "Halve tonnage space of carried vehicles.", + "VEHICLE_TRANSPORT_FITTINGS": "Vehicle transport fittings", + "VEHICLE_TYPE": "Vehicle type", + "VEHICLE_WATER": "Vehicle/Water", + "VEHICLE": "Vehicle", + "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.", + "VESTIMENTUM": "Vestimentum", + "VETERAN_FIGHTER": "Veteran Fighter", + "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.", + "VOID_CARBINE": "Void Carbine", + "VOID_HAWK": "Void Hawk", + "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.", + "VORTEX_CANNON": "Vortex Cannon", + "VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor", + "VS_AC_LEQ": "vs AC ≤", + "VS": "vs", + "WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.", + "WANDERER": "Wanderer", + "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.", + "WARPAINT": "Warpaint", + "WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.", + "WARRIOR_TYRANT": "Warrior Tyrant", + "WARRIOR": "Warrior", + "WEALTH": "Wealth", + "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.", + "WEAPON_FITTING": "Weapon Fitting", + "WEAPON": "Weapon", + "WEAPONS": "Weapons", + "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.", + "WHEATCUTTER_BELT": "Wheatcutter belt", + "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.", + "WIDEAWAKE_SERUM": "Wideawake Serum", + "WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.", + "WILD_PSYCHIC_TALENT": "Wild Psychic Talent", + "WIS": "WIS", + "WISDOM_DESC": "Noticing things, making judgments, reading situations, intuition", + "WISDOM_SHORT": "WIS", + "WISDOM": "Wisdom", + "WORK": "Work", + "WORKSHOP_DESC": "Automated tech workshops for maintenance.", + "WORKSHOP": "Workshop", + "WORLDS_WITHOUT_NUMBER": "Worlds Without Number", + "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.", + "WOVEN_BODY_ARMOR": "Woven Body Armor", + "WRIT": "Writ", + "XP_FAST": "Fast Leveling", + "XP_NEXT_LEVEL": "XP / Next Level", + "XP_SCHEME_DESC": "Chose what to show in the \"next level xp\" field, if anything.", + "XP_SCHEME": "XP scheme", + "XP_SLOW": "Slow Leveling", + "XP": "XP", + "YES": "Yes" +}