diff --git a/13th Age by Roll20/translations/pt.json b/13th Age by Roll20/translations/pt.json index e2b6a14dc4..2b9d1e2a8e 100644 --- a/13th Age by Roll20/translations/pt.json +++ b/13th Age by Roll20/translations/pt.json @@ -31,8 +31,8 @@ "daily": "Diária", "damage-on-melee-miss": "Dano por Erro Corpo-a-Corpo", "damage-on-ranged-miss": "Dano por Erro À Distância", - "death-save": "Resistência Contra a Morte", - "death-save-u": "Resistência Contra a Morte", + "death-save": "Teste Contra a Morte", + "death-save-u": "Teste Contra a Morte", "details": "Detalhes", "dex-u": "DES", "dexterity": "Destreza", @@ -48,14 +48,14 @@ "far-away": "Distante", "feature": "Proeza", "final-verse": "Verso-Final", - "flat-hp-mod-from-magic-items": "Modificador de PV de Itens Mágicos", - "flat-initiative-mod": "Modificador do meio Iniciativa", - "flat-recovery-mod": "Modificador do meio Recuperação", + "flat-hp-mod-from-magic-items": "Mod. de PV de Itens Mágicos", + "flat-initiative-mod": "Mod. do meio Iniciativa", + "flat-recovery-mod": "Mod. do meio Recuperação", "flexible-action": "Ataques Flexíveis", "free-action": "Ação Livre", "hard-16": "Difícil (16+)", "help-options": "Estes são números de base necessários para os cálculos automáticos abaixo. Depois de inserir esses números, recomendamos que você clique no ícone de roda dentada no canto superior direito para ocultar essa seção.", - "hit": "Golpe", + "hit": "Dano", "icon-relationships": "Relacionamento com os Ícones", "improved": "Melhoramento", "initiative": "Iniciativa", @@ -72,7 +72,7 @@ "max-hp": "PV Max", "md-u": "DM", "melee-basic-attack": "Ataque corpo-a-corpo", - "melee-basic-attack-based-on": "\nAtaque básico corpo-a-corpo baseado em", + "melee-basic-attack-based-on": "\nAtq. corpo-a-corpo baseado em", "melee-str": "Ataque corpo a corpo(FOR)", "melee-weapon-1": "Armas corpo a corpo 1", "melee-weapon-2": "Armas corpo a corpo 2", @@ -98,12 +98,12 @@ "racial": "Racial", "range": "Alcance", "ranged-basic-attack": "Ataque Básico à Distância", - "ranged-basic-attack-based-on": "Ataque Básico à Distância baseado em", + "ranged-basic-attack-based-on": "Atq. à Distância baseado em", "ranged-dex": "À distância(DES)", - "ranged-weapon-1": "Armas de Longa Distancia 1", - "ranged-weapon-2": "Armas de Longa Distancia 2", - "ranged-weapon-3": "Armas de Longa Distancia 3", - "ranged-weapons": "Armas de Longa Distancia", + "ranged-weapon-1": "Armas de Longa Distância 1", + "ranged-weapon-2": "Armas de Longa Distância 2", + "ranged-weapon-3": "Armas de Longa Distância 3", + "ranged-weapons": "Armas de Longa Distância", "rapier": "Rapieira", "rec-u": "REC", "recharge": "Recarga", diff --git a/AGE System/translations/fr.json b/AGE System/translations/fr.json index 5101f4789c..15456b4bcc 100644 --- a/AGE System/translations/fr.json +++ b/AGE System/translations/fr.json @@ -104,7 +104,7 @@ "communication": "Communication", "intelligence": "Intelligence", "perception": "Perception", - "willpower": "Willpower", + "willpower": "Volonté", "game-system-u": "SYSTÈME DE JEU", "color-selection-u": "SÉLECTION DES COULEURS", "black": "Noir", diff --git a/Black_Crusade/translations/fr.json b/Black_Crusade/translations/fr.json index 71188b4cf4..114230d0d9 100644 --- a/Black_Crusade/translations/fr.json +++ b/Black_Crusade/translations/fr.json @@ -16,7 +16,7 @@ "archetype-u": "Archétype :", "current-alignment-u": "Alignement Actuel: ", "info-u": "Info", - "power-mod-u": "Power Modifier: ", + "power-mod-u": "Modificateur de Puissance : ", "cast-u": "Test", "background-u": "Historique:", "player-name-u": "Joueur :", @@ -93,12 +93,12 @@ "blinded-u": "Aveuglé", "blood-loss-u": "Hémorragie", "deafened-u": "Assourdi", - "falling-u": "Falling", + "falling-u": "Chute", "fire-u": "Feu", "stunned-u": "Sonné", "suffocation-u": "Suffocation", "unconsciousness-u": "Inconscient", - "useless-limbs-u": "Useless Limbs", + "useless-limbs-u": "Membres inutilisables", "vacuum-u": "Vide spatial", "amputated-limb-u": "Membre amputé", "lost-hand-u": "Main perdue", @@ -118,7 +118,7 @@ "ag-u": "Ag", "s-u": "F", "athletics-u": "Athlétisme", - "t-u": "E", + "t-u": "(E)", "awareness-u": "Vigilance", "per-u": "Per", "fel-u": "Soc", @@ -187,7 +187,7 @@ "experience-u": "Expérience", "xp-to-spend-u": "XP restants:", "total-spent-u": "Total XP dépensés:", - "advancements-taken-u": "Advancements Taken:", + "advancements-taken-u": "Améliorations choisies :", "zero-u": "0", "mental-disorders-u": "Troubles Mentaux", "gifts-of-the-gods-u": "Dons des dieux", @@ -199,12 +199,12 @@ "appearance-u": "Apparence :", "personality-u": "Personnalité :", "weaponskill-u": "CC", - "unnatural-characteristics-u": "Unnatural Characteristics", - "armor-bonus-u": "AB", + "unnatural-characteristics-u": "Caractéristiques non naturelles", + "armor-bonus-u": "BA", "multiplied-by-2-u": "x2", "multiplied-by-3-u": "x3", "multiplied-by-6-u": "x6", - "soak-u": "Soak", + "soak-u": "Encaisser", "arm-right-u": "B.Dr.", "arm-left-u": "B.Gau.", "leg-right-u": "J.Dr.", @@ -245,7 +245,7 @@ "integrity-u": "Intégrité :", "crew-u": "Équipage :", "weapons-u": "Armes", - "focus-power-test-u": "Focus Power Test", + "focus-power-test-u": "Test de Focus de Pouvoir", "willpower": "Volonté", "psychic-powers-u": "Pouvoirs psychiques", "bound-u": "Assermenté", @@ -255,7 +255,7 @@ "action-u": "Action :", "focus-power-u": "Test Psychique :", "subtype-u": "Sous-type :", - "sustained-u": "Sustained:", + "sustained-u": "Alimenté:", "damage-type-u": "Type de dégâts:", "e-u": "E", "mod-u": "Mod : ", @@ -292,7 +292,7 @@ "overbearing-u": "Dominateur", "attributes-u": "Attributs:", "cybernetics-u": "Cybernétiques", - "max-carry-wt-(sb+tb)-u": "Base Carry Weight S+T: ", + "max-carry-wt-(sb+tb)-u": "Poids portable de base F+E :", "peers-u": "Pairs", "peer-u": "Pair : ", "enemies-u": "Ennemis", diff --git a/Blades in the Dark/translations/es.json b/Blades in the Dark/translations/es.json index 4c0f6afa6d..a2de26d149 100644 --- a/Blades in the Dark/translations/es.json +++ b/Blades in the Dark/translations/es.json @@ -281,8 +281,8 @@ "crew_ability_thorn_in_your_side_description": "When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", "crew_ability_uncanny_preparation": "Uncanny Preparation", "crew_ability_uncanny_preparation_description": "Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", - "crew_ability_veteran": "Veteran", - "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_ability_veteran": "Veterano", + "crew_ability_veteran_description": "Elige una capacidad especial de otra banda (se puede elegir más de una vez).", "crew_ability_vipers": "Víboras", "crew_ability_vipers_description": "Tenéis un +1 al nivel de resultado cuando adquiráis o fabriquéis venenos. Estáis especialmente preparados para ser inmune a los efectos de un veneno cuando lo uséis.", "crew_ability_war_dogs": "Perros de Guerra", diff --git a/Call_of_Cthulhu_7th_Ed/translations/fr.json b/Call_of_Cthulhu_7th_Ed/translations/fr.json index 1ea87238a0..ac96754228 100644 --- a/Call_of_Cthulhu_7th_Ed/translations/fr.json +++ b/Call_of_Cthulhu_7th_Ed/translations/fr.json @@ -66,15 +66,15 @@ "appraise-u": "Estimation (05%)", "appraise-r-txt": "Jet d'Estimation", "appraise_et-u": "Estimation (10%)", - "appraise_ic-u": "Appraise(15%)", + "appraise_ic-u": "Estimation (15%)", "archaeology-u": "Archéologie (01%)", "archaeology-r-txt": "Jet d'Archéologie", "charm-u": "Charme (15%)", "charm-r-txt": "Jet de Charme", - "civics-u": "Civics(10%)", + "civics-u": "Civisme (10%)", "climb-u": "Grimper (20%)", "climb-r-txt": "Jet de Grimpe", - "status-u": "Status", + "status-u": "Statut", "creditrating-u": "Crédit (00%)", "creditrating-r-txt": "Jet de Crédit", "cthulhumythos-u": "Mythe de Cthulhu (00%)", @@ -90,7 +90,7 @@ "elecrepair-u": "Électricité (10%)", "elecrepair-r-txt": "Jet d'Électricité", "elecrepair_ow-u": "Électricité (00%)", - "empire-u": "Empire(25%)", + "empire-u": "Empire (25%)", "fasttalk-u": "Baratin (05%)", "fasttalk-r-txt": "Jet de Barratin", "fighting(brawl)-u": "Combat rapproché (Corps-à-corps) (25%)", @@ -106,7 +106,7 @@ "firearms_rs-r-txt": "Jet de Combat à distance (Fusils)", "firearms_s_m_g-u": "Jet de Combat à distance (Mitraillettes)(15%)", "firearms_other-u": "Combat à distance (Autre)", - "firearms_electr-u": "Firearms(Electr.)(25%)", + "firearms_electr-u": "Combat à distance (Électr.) (25%)", "firstaid-u": "Premiers soins (30%)", "firstaid-r-txt": "Jet de Premiers soins", "gambling-u": "Jeux d'argent (10%)", @@ -180,9 +180,9 @@ "throw-u": "Lancer (20%)", "throw-r-txt": "Jet de Lancer", "throw_da-u": "Lancer (25%)", - "track-u": "Track(10%)", + "track-u": "Pister (10%)", "track-r-txt": "Jet de Piste", - "trap-u": "Trap(10%)", + "trap-u": "Piège (10%)", "otherskills-u": "Autres compétences :", "animalhandling-u": "Dressage (05%)", "firearms(varies)-u": "Combat à distance (Autres)", @@ -191,17 +191,17 @@ "artillery-u": "Artillerie (01%)", "language(other)-u": "Langues (Autres) (01%)", "computeruse-u": "Informatique (05%)", - "computermaint_ic-u": "Computer Maint.(05%)", + "computermaint_ic-u": "Maintenance Informatique (05%)", "pilot-u": "Pilotage (01%)", "demolitions-u": "Explosifs (01%)", - "demolitions-txt": "Demolitions Roll", + "demolitions-txt": "Jet d'Explosifs", "readlips-u": "Lire sur les lèvres (01%)", "electronics-u": "Électronique (01%)", "science-u": "Sciences (01%)", "fighting(varies)-u": "Combat rapproché (Autres)", "survival-u": "Survie (10%)", - "sysops-u": "SysOps(10%)", - "zerog_ic-u": "Zero-G(05%)", + "sysops-u": "SysOps (10%)", + "zerog_ic-u": "Zero-G (05%)", "talents-u": "Talents", "shield-z": "Armure :", "head-u": "Tête :", @@ -227,7 +227,7 @@ "Firarms(SMG)": "Armes à feu (Mitraillettes)", "Firarms(R/S)": "Armes à feu (Fusils)", "Fighting(Other)": "Combat (Autre)", - "Firarms(Electr.)": "Firarms(Electr.)", + "Firarms(Electr.)": "Combat à distance (Électr.)", "Throw": "Lancer", "Other Skill #1": "Autre Compétence #1", "Other Skill #2": "Autre Compétence #2", @@ -240,7 +240,7 @@ "Other Skill #9": "Autre Compétence #9", "Other Skill #10": "Autre Compétence #10", "companions&mounts-u": "Montures et Compagnions", - "vehicles-u": "Vehicles", + "vehicles-u": "Véhicules", "san-u": "SAN", "HP-z": "PV", "armor-z": "Armure :", diff --git a/Cyberpunk 2020/translations/fr.json b/Cyberpunk 2020/translations/fr.json index 5e66d55caa..bb34c4cb46 100644 --- a/Cyberpunk 2020/translations/fr.json +++ b/Cyberpunk 2020/translations/fr.json @@ -91,9 +91,9 @@ "cyberpunk": "Cyberpunk 2020 Character Sheet", "cybertech": "Cybertech", "cybertech-2": "Cybertech (2)", - "damage": "Damage", + "damage": "Dégâts", "damage-plus": "Damage+", - "dance": "Dance", + "dance": "Danse", "data-wall-strength": "Data Wall Strength", "deck-model": "Deck Model", "deck-speed": "Deck Speed", @@ -179,14 +179,14 @@ "interface": "Interface", "interrogation": "Interrogation", "interview": "Interview", - "intimidate": "Intimidate", + "intimidate": "Intimidation", "intrusion": "Intrusion", - "inventory": "Inventory", + "inventory": "Inventaire", "judo": "Judo", "judo-1": "Judo (1)", "jury-rig": "Jury Rig", - "karate": "Karate", - "karate-2": "Karate (2)", + "karate": "Karaté", + "karate-2": "Karaté (2)", "keyboard": " Keyboard", "know-language": "Know Language", "know-languages": "Know Languages", @@ -205,10 +205,10 @@ "location-roll": "Location Roll", "long": "Long", "lose-cool": "lose their cool and draws down!", - "luck": "Luck", - "martial-art-aikido": "Martial Art - Aikido", + "luck": "Chance", + "martial-art-aikido": "Art martial - Aïkido", "martial-art-animal-kungfu": "Martial Art - Animal Kung Fu", - "martial-art-boxing": "Martial Art - Boxing", + "martial-art-boxing": "Art martial - Boxe", "martial-art-capoeria": "Martial Art - Capoeria", "martial-art-choi-li-fut": "Martial Art - Choi Li Fut", "martial-art-judo": "Martial Art - Judo", @@ -217,7 +217,7 @@ "martial-art-tae-kwon-do": "Martial Art - Tae Kwon Do", "martial-art-thai-kick-boxing": "Martial Art - Thai Kick Boxing", "martial-art-wrestling": "Martial Art - Wrestling", - "martial-arts": "Martial Arts", + "martial-arts": "Arts martiaux", "mathematics": "Mathematics", "medical-tech": "Medical Tech", "medium": "Medium", @@ -337,9 +337,9 @@ "silhouetted": "Silhouetted", "simple": "Simple", "size": "Size", - "skill": "Skill", + "skill": "Compétence", "skill-setup": "Skill Setup", - "skills": "Skills", + "skills": "Compétences", "small": "Small", "smartgun": "Smartgun/Goggles", "social": "Social", @@ -360,7 +360,7 @@ "system-knowledge": "System Knowledge", "tae-kwon-do": "Tae Kwon Do", "tae-kwon-do-3": "Tae Kwon Do (3)", - "target": "Target", + "target": "Cible", "target-points": "Target Points", "targeted": "Targeted", "targeted-roll": "Targeted Roll", @@ -395,10 +395,10 @@ "videoboard": " Videoboard", "voxbox": " Voxbox", "wardrobe": "Wardrobe & Style", - "weapon": "Weapon", + "weapon": "Arme", "weapon-accuracy-abbrv": "WA", "weapon-notes": "Weapon Notes", - "weapons": "Weapons", + "weapons": "Armes", "weaponsmith": "Weaponsmith", "weaponsmith-2": "Weaponsmith (2)", "wilderness-survival": "Wilderness Survival", diff --git a/Pathfinder Community/translations/af.json b/Pathfinder Community/translations/af.json index ec703e628e..e388cf6fc9 100644 --- a/Pathfinder Community/translations/af.json +++ b/Pathfinder Community/translations/af.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1st", diff --git a/Pathfinder Community/translations/cs.json b/Pathfinder Community/translations/cs.json index 8673f32381..c5fa191880 100644 --- a/Pathfinder Community/translations/cs.json +++ b/Pathfinder Community/translations/cs.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1st", diff --git a/Pathfinder Community/translations/da.json b/Pathfinder Community/translations/da.json index ec703e628e..e388cf6fc9 100644 --- a/Pathfinder Community/translations/da.json +++ b/Pathfinder Community/translations/da.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1st", diff --git a/Pathfinder Community/translations/de.json b/Pathfinder Community/translations/de.json index 8b175e6486..9ae9ee709d 100644 --- a/Pathfinder Community/translations/de.json +++ b/Pathfinder Community/translations/de.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1.", diff --git a/Pathfinder Community/translations/el.json b/Pathfinder Community/translations/el.json index ec703e628e..e388cf6fc9 100644 --- a/Pathfinder Community/translations/el.json +++ b/Pathfinder Community/translations/el.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1st", diff --git a/Pathfinder Community/translations/en.json b/Pathfinder Community/translations/en.json index ec703e628e..e388cf6fc9 100644 --- a/Pathfinder Community/translations/en.json +++ b/Pathfinder Community/translations/en.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1st", diff --git a/Pathfinder Community/translations/es.json b/Pathfinder Community/translations/es.json index 29ab5f58e6..2a1158657b 100644 --- a/Pathfinder Community/translations/es.json +++ b/Pathfinder Community/translations/es.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1°", diff --git a/Pathfinder Community/translations/fr.json b/Pathfinder Community/translations/fr.json index 326c84dde4..68766d9025 100644 --- a/Pathfinder Community/translations/fr.json +++ b/Pathfinder Community/translations/fr.json @@ -1,6 +1,7 @@ { - "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", - "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", + "use-header-images": "Use header images", + "conditions-list": "saignement, aveuglé, recroquevillé, hébété, ébloui, mort, assourdi, hors-de-combat, se-noie, mourant, absorption-d'énergie, enchevêtré, épuisé, fasciné, fatigué, pris-au-dépourvu, agrippé, sans-défense, intangible, invisible, nauséeux, paralysé, pétrifié, immobilisé, à terre, secoué-effrayé-paniqué, fiévreux, stable, chancelant, étourdi, suffocant, inconscient", + "skills-list": "acrobaties, estimation, art, art-00, art-01, art-02, art-03, art-04, art-05, art-06, art-07, art-08, art-09, art-10, art-11, art-12, art-13, bluff, escalade, artisanat, artisanat-00, artisanat-01, artisanat-02, artisanat-03, artisanat-04, artisanat-05, artisanat-06, artisanat-07, artisanat-08, artisanat-09, artisanat-10, artisanat-11, artisanat-12, artisanat-13, diplomatie, sabotage, déguisement, évasion, vol, dressage, premiers-secours, intimidation, connaissances, connaissances-00, connaissances-01, connaissances-02, connaissances-03, connaissances-mystères, connaissances-exploration, connaissances-ingénierie, connaissances-géographie, connaissances-histoire, connaissances-local, connaissances-nature, connaissances-noblesse, connaissances-plans, connaissances-religion, linguistique, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, représentation, représentation-00, représentation-01, représentation-02, représentation-03, représentation-04, représentation-05, représentation-06, représentation-07, représentation-08, représentation-09, représentation-10, représentation-11, représentation-12, représentation-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, équitation, psychologie, escamotage, art-de-la-magie, discrétion, survive, natation, utilisation-d'objets-magiques, divers, divers-00, divers-01, divers-02, divers-03, divers-04, divers-05, divers-06, divers-07, divers-08, divers-09, divers-10, divers-11, divers-12, divers-13, cs-acrobatie, cs-athlétisme, cs-finesse, cs-influence, cs-nature, cs-perception, cs-représentation, cs-religion, cs-société, cs-art-de-la-magie, cs-discrétion, cs-survie, cs-divers, cs-divers-00, cs-divers-01, cs-divers-02, cs-divers-03, cs-divers-04, cs-divers-05, cs-divers-06, cs-divers-07, cs-divers-08, cs-divers-09, cs-divers-10, cs-divers-11, cs-divers-12, cs-divers-13", "1-ordinal": "1er", "1-ordinal-class": "1ère classe", "1-ordinal-class-level": "Niv de la 1ère classe", @@ -126,7 +127,7 @@ "ammo": "Munitions", "ammunition": "Munition", "announcements": "Annonces :", - "announcements-old": "Old Announcements:", + "announcements-old": "Anciennes annonces", "apply-font-chatrolls": " Appliquer la police aux jets dans le chat", "appraise": "Estimation", "arcana": "Art de la magie", @@ -429,7 +430,7 @@ "charisma-abbrv-default": "CHA", "charisma-calculation-abbrv": "CHA Calc", "charisma-calculation-skills-abbrv": "Cha comp calc", - "charisma-penalized": "CHA Penalized", + "charisma-penalized": "Pénalité à la CHA", "charisma-penalized-title": "Charisma Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", "charisma-skills-abbrv": "Comp CHA", "check": "Test ", @@ -472,7 +473,7 @@ "class-race": "Classe et Race", "class-race-information-abbrv": "Information de Classe et Race", "class-race-xp": "Classe, Race, Expérience", - "class-skill": "Compétence de Classe", + "class-skill": "Compétence de classe", "class-skill-abbrv": "CC", "class-skills-migrated": "Cases à cocher de compétence de classe", "cleanup-old-attributes": "Cleanup old attributes", @@ -513,13 +514,13 @@ "concentration": " Concentration", "concentration-abbrv": "Conc", "concentration-bonus-desc": "Bonus aux jets de concentratop = NLS + Mod de Caractéristique liée", - "concentration-check": "Jet de Concentration", + "concentration-check": "Jet de concentration", "concentration-check-abbrv": "Concentration", "concentration-check-notes": "Notes sur le Jet de Concentration", "concentration-label": "Concentration", "concentration-miscellaneous-abbrv": "Conc Divers", "concentration-modifier-abbrv": "Mod Conc", - "condition": "Condition", + "condition": "État Préj.", "condition-abbrv": "État", "condition-bleed-title": "Une créature prend les dommages écrits au début de son tour. Ils peuvent être stoppés par un jet de Premiers Secours DD15 ou un sort qui soigne des dégâts.", "condition-blinded-note": "Pénalité de -4 aux jets de Perception opposéd. Tous les jets et activités liés à la vision (comme lire ou des jets de Perception basés sur la vue) échouent automatiquement.", @@ -554,7 +555,7 @@ "condition-invisible-title": "+2 bonus on attack rolls", "condition-lose-dexterity-abbrv": " Lose Dex", "condition-maximum-dexterity-abbrv": " Max Dex", - "condition-nauseated-title": "Les créatures fiévreuses sont incapables d'attaquer, lancer des sorts, se concentrer sur des sorts ou faire quoique ce soit qui demande de l'attention. La seule action qu'un tel personnage peut prendre est une seule action de mouvement par tour.", + "condition-nauseated-title": "Les créatures nauséeuses sont incapables d'attaquer, lancer des sorts, se concentrer sur des sorts ou faire quoique ce soit qui demande de l'attention. La seule action qu'un tel personnage peut prendre est une seule action de mouvement par tour.", "condition-nocharge-note": "Ne peut courir ni charger", "condition-paralyzed-note": "Sans-défense, mais peut effectuer des actions purement mentales", "condition-paralyzed-title": "Les valeurs de Dextérité et Force effectives sont 0 et le personnage est sans-défense, mais peut effectuer des actions purement mentales", @@ -563,7 +564,7 @@ "condition-pinned-title": "Additional -4 penalty to Armor Class", "condition-prone-note": "Bonus de +4 à la Classe d'Armure contre les attaques à distance, pénalité de -4 à la CA contre les attaques de mêlée", "condition-prone-title": "-4 penalty on melee attack rolls", - "condition-sickened-title": "Pénalité de -2 à tous les jets d'attaque, de dégâts d'arme, de sauvegarde, de compétence et de caractéristique", + "condition-sickened-title": "Pénalité de -2 à tous les jets d'attaque, de dégâts d'armes, de sauvegarde, de compétence et de caractéristique", "condition-stable-title": "Le personnage n'est plus mourant, mais est toujours inconscient.", "condition-staggered-title": "Une créature chancelante peut effectuer une seule action de mouvement ou action standard par round (mais pas les deux, ni une action complexe). Une créature chancelante peut toujours effectuer des actions libres, rapides et immédiates. Une créature avec des dégâts non-létaux exactement égaux à ses points de vie actuels prend l'état chancelant.", "condition-stunned-title": "-2 à la CA, perd son éventuel bonus de DEX à la CA", @@ -609,7 +610,7 @@ "constitution-abbrv-default": "CON", "constitution-calculation-abbrv": "CON Calc", "constitution-calculation-skills-abbrv": "Con skills calc", - "constitution-penalized": "CON Penalized", + "constitution-penalized": "Pénalité à la CON", "constitution-penalized-title": "Constitution Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", "constitution-skills-abbrv": "Comp CON", "consumable": "Consommable", @@ -624,7 +625,7 @@ "core-rules": "Options de Règles de Base", "cowering": " Recroquevillé", "craft": "Artisanat", - "create": "Create", + "create": "Créer", "create-attack": "Créer Att", "create-attack-entry": "Créer une nouvelle attaque basée sur cette arme", "create-dual-wield": "Create dual wield attack using mainhand weapon and offhand weapon at right", @@ -632,20 +633,20 @@ "crit-confirmation-bonus": "Bonus à la confirmation de critiques", "critical": "Grièvement blessé", "critical-abbrv": "Crit", - "critical-confirm": "Crit Confirm", - "critical-damage": "Crit Damage", + "critical-confirm": "Confirmation de critique", + "critical-damage": "Dégâts critiques", "critical-title": "Pénalité de -3 aux jets d'attaque, de sauvegarde, de compétence et de caractéristique, ainsi qu'à la CA et au niveau de lanceur de sorts", "cs-acrobatics": "Acrobaties", "cs-athletics": "Athlétisme", "cs-finesse": "Finesse", "cs-influence": "Influence", - "cs-misc-skill": "Autre compétence", + "cs-misc-skill": "Divers", "cs-nature": "Nature", "cs-perception": "Perception", "cs-performance": "Représentation", "cs-religion": "Religion", "cs-society": "Société", - "cs-spellcraft": "Spellcraft", + "cs-spellcraft": "Art de la magie", "cs-stealth": "Discrétion", "cs-survival": "Survie", "currency": "Monnaie", @@ -772,7 +773,7 @@ "dexterity-abbrv-default": "DEX", "dexterity-calculation-abbrv": "DEX calc", "dexterity-calculation-skills-abbrv": "Dex skills calc", - "dexterity-penalized": "DEX Penalized", + "dexterity-penalized": "Pénalité à la DEX", "dexterity-penalized-title": "Dexterity Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", "dexterity-skills-abbrv": "Comp DEX", "dice": "Dés", @@ -901,7 +902,7 @@ "extra-damage-condition": "Dégâts supplémentaires conditionnels, en combattant à deux armes, éventration, etc", "extra-damage-or-attack-modifiers": "Dégâts supplémentaires ou Modificateurs d'Attaque", "extra-damage-section": "Extra Damage (non critical and critical only)", - "extra-ranks": "Rangs supplémentaires:", + "extra-ranks": "Rangs supplémentaires :", "extraordinary-abbrv": "Ext", "extraordinary-abilities": "Pouvoirs Extraordinaires", "extraordinary-abilities-desc": "Extraordinary abilities are nonmagical. They are, however, not something that just anyone can do or even learn to do without extensive training. Effects or areas that suppress or negate magic have no effect on extraordinary abilities.", @@ -916,7 +917,7 @@ "fatigued": " Fatigué", "fatigued-conditions": "États de fatigue", "favored-class": "Indicate Favored Class(es)", - "favored-class-abbrv": "FC:", + "favored-class-abbrv": "CP :", "favored-class-hit-points-abbrv": "PdV CdP", "favored-class-hit-points-title": "Points de Vie Classe de Prédilection", "favored-class-skill": "Rang de compétence Classe de Prédilection", @@ -931,7 +932,7 @@ "feats-calculation": "Feat Calculations", "feature-list-default-values": "Valeur par défaut des capacités", "feature-macros-v1": "Orig feature macros to v1", - "features": "Features", + "features": "Fonctionnalités", "feet": "Pieds", "feet-abbrv": "ft.", "fiendish": "Fiendish", @@ -939,7 +940,7 @@ "flat-footed": " Pris au dépourvu", "flat-footed-abbrv": "CA PaD", "flat-footed-armor-class": "Classe d'Armure Pris au Dépourvu", - "flat-footed-armor-class-abbrv": "Pris au Dépourvu", + "flat-footed-armor-class-abbrv": "Pris au dépourvu", "flat-footed-combat-maneuver-defense-abbrv": "DMD PaD", "flat-footed-only-calculation-abbrv": "Flat-foot only calc", "flat-footed-touch-abbrv": "FF Touch", @@ -954,7 +955,7 @@ "footnote-d": "⒟ Sent to roll template.", "footnotes-aria": "Notes de bas de page", "fortitude": "Vigueur", - "fortitude-abbrv": "Vig", + "fortitude-abbrv": "Vigueur", "fortitude-calculation-abbrv": "Vig Calc", "fortitude-save": "Jet de Vigueur", "four-legged-abbrv": "Quad.", @@ -1010,7 +1011,7 @@ "header-image-default": "Include the default header image.", "header-image-none": "Do not include a header image.", "heading-border-colors": "Fond et coutours de l'en-tête:", - "heal": "Premiers Secours", + "heal": "Premiers secours", "heal-conditions": "Heal Conditions", "health-and-wounds": "Vie et Blessures", "healthy": " En bonne santé", @@ -1078,7 +1079,7 @@ "inherent-abbrv": "Inné", "inherent-bonus": "Bonus inné", "init-speed-full-macro": "Macro complète Initiative et vitesses :", - "init-speed-info": "Initiative and Speed Info", + "init-speed-info": "Infos initiative et vitesses", "init-speed-info-abbrv": "Init & Vitesse Info", "init-speed-title": "%{init-speed-info} Afficher les informations sur l'initiative et la vitesse.", "initiative": "Initiative", @@ -1274,11 +1275,11 @@ "migrations-completed": "Migrations effectuées ", "minimize-all-cmd": "Minimize / Maximize all rows.", "minimize-cmd": "Réduire ligne", - "misc-skill": "Misc Skill", + "misc-skill": "Divers", "misc-skill-point-field": "Misc skill point field", "misc-tracking": "Misc Tracking", "miscellaneous-abbrv": "Divers", - "miscellaneous-abbrv-default": "•Misc", + "miscellaneous-abbrv-default": "Divers", "miscellaneous-attack-bonus-abbrv": "Misc Atk Bonus", "miscellaneous-bonus": "Bonus divers", "miscellaneous-bonus-abbrv": "Bonus divers", @@ -1385,7 +1386,7 @@ "npc-consolidated": "NPC Consolidated", "npc-defenses": "NPC Defenses", "npc-experience-points-abbrv": "PX", - "npc-feats-text": "Feats from compendium", + "npc-feats-text": "Dons du Compendium", "npc-hp-compendium-place": "Format : 13 (3d8) + n", "npc-initiative-abbrv": "PNJ Init", "npc-initiative-compendium-example": "Format: Alignment Type (Subtype) +Init mod", @@ -1500,7 +1501,7 @@ "over": "Surplus", "over-heavy-encumbrance-title": "Le personnage peut soulever le double de cette charge maximale mais, dans ce cas, il doit tenir son fardeau à bout de bras et n’avance que difficilement.", "overcome-spell-resistance-abbrv": "Passer la RM ", - "overloaded": " Overloaded", + "overloaded": " Surchargé", "overloaded-title": "While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).", "pages": "Pages", "paralyzed": " Paralysé", @@ -1511,7 +1512,7 @@ "path-number": "Path #", "pathfinder-logo": "Pathfinder RPG Logo © Paizo", "pathfinder-mythic-adventures": "Aventures mythiques", - "pathfinder-psionics": "Pathfinder Psioniques", + "pathfinder-psionics": "Pathfinder Psionics", "pathfinder-unchained": "Unchained", "penalty": "Malus", "per-day-abbrv": "/jour", @@ -1520,10 +1521,10 @@ "perception": "Perception", "perday": "Par jour", "perform": "Représentation", - "performance": "Performance", + "performance": "Représentation", "perlevel": "Par niveau", "permanent": "Permanent", - "permanent-abbrv": "Perm", + "permanent-abbrv": "Perm.", "permonth": "Par mois", "personal": "Personnel", "perweek": "Par semaine", @@ -1541,9 +1542,9 @@ "player-character-abbrv": "PJ", "player-name": "Nom du joueur", "points-per-day": "Points/Jour", - "post-identification": " Post ID", - "post-identification-abbrv": " Post ID", - "post-identification-number": " Post ID", + "post-identification": " Voir l'ID", + "post-identification-abbrv": " Voir l'ID", + "post-identification-number": " Voir l'ID", "post-identification-numbers": " Voir les ID", "post-v1": "V 1.0", "pounds-abbrv": "kg", @@ -1577,7 +1578,7 @@ "psionic-power-points-class-title": "The amount of base bonus power points you gain from you class(es).", "psionic-power-points-miscellaneous-title": "Any additional power points you gain from race, traits or feats.", "psionic-power-points-reserve-title": "Your power point reserve is equal to your base power points gained from your class, bonus power points from a high key ability score, and any additional bonus power points from sources such as your character race and feat selections.", - "public-roll": "Jet Public", + "public-roll": "Jet public", "public-rolls": "Jets publics", "purple": "Parme", "quantity-abbrv": "Qté", @@ -1628,7 +1629,7 @@ "recalculating": "Recalculating...", "red": "Rouge", "reflex": "Réflexes", - "reflex-abbrv": "Réf", + "reflex-abbrv": "Réflexes", "reflex-calculation-abbrv": "Ref Calc", "reflex-save": "Jet de Réflexes", "religion": "Religion", @@ -1685,7 +1686,7 @@ "school": "École ", "school-etc": "École, etc", "score": "Score", - "score-miscellaneous-abbrv": "Score Misc", + "score-miscellaneous-abbrv": "Score divers", "script": "Scripte", "scroll-desc": "Barre de défil. pour les descriptions longues", "scroll-desc-title": "Ajoute une barre de défilement dans le chat pour les descriptions longues.", @@ -1738,7 +1739,7 @@ "show-uses": " Nombre d'utilisations", "show-uses-spell-desc": "Afficher le nombre de sorts utilisés dans le menu", "showsect-cmd": "Cliquez pour dérouler", - "sickened": " Nauséeux", + "sickened": " Fiévreux", "silver-pieces": "Pièces d’argent", "silver-pieces-abbrv": "PA", "simple-template": "Utiliser le modèle simple", @@ -1756,15 +1757,15 @@ "skill": "Compétence", "skill-bonus-macro": "Macro de bonus de compétence", "skill-calculation-speed": "Vitesse de calcul des comp.", - "skill-checks": "Skill Checks", - "skill-checks-abbrv": "Skll chk", + "skill-checks": "Tests de compétence", + "skill-checks-abbrv": "Test comp.", "skill-checks-calculation-abbrv": "Jet comp calc", "skill-macros-current": "Skill macros to current", "skill-macros-migrated": "Macros de compétences", - "skill-miscellaneous": "Compétences Diverses", + "skill-miscellaneous": "Comp. diverses", "skill-notes": "Notes sur les compétences", "skill-notes-place": "Put notes about context-sensitive Skill bonuses here.", - "skill-options": "Options de Compétences", + "skill-options": "Options de compétences", "skill-rank-totals": "Total Rangs de compétences", "skill-ranks": "Rangs de compétences", "skill-size-modifier": "Comp.", @@ -1808,8 +1809,8 @@ "special": "Spécial", "special-abilities": "Capacités spéciales", "special-abilities-abbrv": "Cap Spec", - "special-abilities-and-content": "Capacités Spéciales et Contenu", - "special-abilities-and-content-place": "Format : Capacités Spéciales (nouvelle ligne) nom de capacité (Ext) : description de capacité (nouvelle ligne) description de monstre", + "special-abilities-and-content": "Capacités spéciales et contenu", + "special-abilities-and-content-place": "Format : Capacités spéciales (nouvelle ligne) Nom de capacité (Ext) : Description de capacité (nouvelle ligne) Description du monstre", "special-ability-name": "Nom de la capacité spéciale", "special-attacks": "Attaques spéciales", "special-attacks-abbrv": "Atq Spec", @@ -1825,7 +1826,7 @@ "speed-multiplier-title": "Multiplicateur de Course", "speed-notes": "Notes sur les défenses", "speed-run-title": "La distance maximale que le personnage peut parcourir en courant pendant votre tour, en ligne droite", - "speed-space-reach": "Speed, Space and Reach", + "speed-space-reach": "Vitesse, espace et portée", "speed-title": "The modified speed due to armor and/or carry capacity & load", "speeds": "Vitesse de déplacement", "spell": "Sorts", @@ -1907,7 +1908,7 @@ "strength-bonus-abbrv": "Bonus de FOR", "strength-calculation-abbrv": "STR calc", "strength-calculation-skills-abbrv": "For comp calc", - "strength-penalized": "STR Penalized", + "strength-penalized": "Pénalité à la FOR", "strength-penalized-title": "Strength Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", "strength-skills-abbrv": "Comp FOR", "stunned": "Étourdi", @@ -1920,7 +1921,7 @@ "survival": "Survie", "swim": "Natation", "swim-speed": "Natation", - "synchronize-class": "Sync Class", + "synchronize-class": "Sync. classe", "tactics": "TACTIQUES", "tahoma": "Tahoma", "tan": "Bronze", @@ -1929,7 +1930,7 @@ "teal": "Turquoise", "template": "Modèle", "temporary": "Temporaire", - "temporary-abbrv": "Temp", + "temporary-abbrv": "Temp.", "temporary-hit-points-abbrv": "PV temp.", "temporary-hit-points-buff-title": "Temporary hit points that come from active Buffs (see Core tab).", "temporary-hit-points-calculation-abbrv": "Temp HP Calc", @@ -1979,14 +1980,14 @@ "uncanny-dodge-title": "If checked, AC will not auto adjust when a condition is checked that causes loss of DEX to AC, except for immobilizing conditions.", "unconscious": " Inconscient", "undead": "Mort-vivant", - "undead-title": "Creature is undead, uses Charisma for hit points, abilities, skills instead of Constitution", + "undead-title": "Créature morte-vivante. Utilise le charisme pour les PV, les capacités et les compétences, au lieu de la constitution.", "uniform-resource-locater-abbrv": "URL", "unknownrange": "Portée Inconnue", "unlock-defense-dropdowns": "Utiliser des caractéristiques différentes pour la CA et le DMD", "unlock-defense-dropdowns-title": "If checked, CMD could use different ability in 2nd dropdown than AC uses. For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both.", "untyped": "Untyped", "untyped-default": "•Untyped", - "upcoming-changes": "Upcoming Changes", + "upcoming-changes": "Changements à venir", "update": "Mise à jour", "update-hp-when-max-changes": " Mettre à jour les PV actuels lorsque les PV max changent", "update-hp-when-max-changes-title": "Lorsque les pv max changent, met à jour les points de vie actuels en ajoutant le même montant", @@ -2027,7 +2028,7 @@ "value-abbrv": "Val", "verdana": " Verdana", "version": "Version", - "version-abbrv": "Ver", + "version-abbrv": "Ver.", "versus-abbrv": "Vs.", "versus-armor-class": "vs CA", "versus-combat-maneuver-bonus": "vs BMO", @@ -2050,13 +2051,13 @@ "weight": "Poids", "weight-abbrv": "Poids", "whisper-character-rolls": "PC rolls: Whisper to GM or broadcast publicly", - "whisper-gm": "Roll: GM", + "whisper-gm": "Jet MJ", "whisper-non-player-character-rolls": "NPC rolls: Whisper to GM or broadcast publicly", "whisper-rolls-title": "Whisper to GM or broadcast publicly", "whisper-to-game-master": "Murmurer au MJ", "white": "Blanc", "willpower": "Volonté", - "willpower-abbrv": "Vol.", + "willpower-abbrv": "Volonté", "willpower-calculation-abbrv": "Will Calc", "willpower-save": "Jet de Volonté", "willpower-save-abbrv": "Jet de Volonté", @@ -2065,23 +2066,23 @@ "wisdom-abbrv-default": "SAG", "wisdom-calculation-abbrv": "WIS Calc", "wisdom-calculation-skills-abbrv": "Wis skills calc", - "wisdom-penalized": "WIS Penalized", + "wisdom-penalized": "Pénalité à la SAG", "wisdom-penalized-title": "Wisdom Penalized. Penalties to ability scores only change the modifier, not the score itself. For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics.", "wisdom-skills-abbrv": "Comp SAG", "worn": "Porté", "worn-armor": "  Armure portée", "worn-equipment": "Equipement porté", - "worn-equipment-hardness-title": "The hardness of the item that helps prevent it from taking hit point damage", - "worn-equipment-hp-max-title": "The maximum possible hit points of the item", - "worn-equipment-hp-title": "The current hit points of the item", + "worn-equipment-hardness-title": "Solidité de l'objet qui l'empêche de subir des dégâts", + "worn-equipment-hp-max-title": "Points de vie maximaux de l'objet", + "worn-equipment-hp-title": "Points de vie actuels de l'objet", "worn-equipment-migrated": "Équipement porté", - "worn-equipment-name-title": "Brief description of the item", + "worn-equipment-name-title": "Description courte de l'objet", "worn-equipment-quantity-title": "If the item has charges, this is how many remain", "worn-equipment-short-desc-title": "Lengthy description of the item", "worn-equipment-slot-title": "The location on the body where the equipment is worn", "worn-equipment-title": "L’équipement porté actuellement par le personnage", - "worn-equipment-value-title": "The value of the item measured in gold pieces", - "worn-equipment-weight-title": "The weight of the item", + "worn-equipment-value-title": "Valeur de l'objet en pièces d'or", + "worn-equipment-weight-title": "Poids de l'objet", "worn-item-name": "Nom de l'objet porté", "worn-items": "Equipement porté", "worn-shield": "  Worn Shield", diff --git a/Pathfinder Community/translations/he.json b/Pathfinder Community/translations/he.json index ec703e628e..e388cf6fc9 100644 --- a/Pathfinder Community/translations/he.json +++ b/Pathfinder Community/translations/he.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1st", diff --git a/Pathfinder Community/translations/it.json b/Pathfinder Community/translations/it.json index b2d9853bbb..13af2deb7b 100644 --- a/Pathfinder Community/translations/it.json +++ b/Pathfinder Community/translations/it.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1°", diff --git a/Pathfinder Community/translations/ja.json b/Pathfinder Community/translations/ja.json index ec703e628e..e388cf6fc9 100644 --- a/Pathfinder Community/translations/ja.json +++ b/Pathfinder Community/translations/ja.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1st", diff --git a/Pathfinder Community/translations/ko.json b/Pathfinder Community/translations/ko.json index ec703e628e..e388cf6fc9 100644 --- a/Pathfinder Community/translations/ko.json +++ b/Pathfinder Community/translations/ko.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1st", diff --git a/Pathfinder Community/translations/nl.json b/Pathfinder Community/translations/nl.json index ec703e628e..e388cf6fc9 100644 --- a/Pathfinder Community/translations/nl.json +++ b/Pathfinder Community/translations/nl.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1st", diff --git a/Pathfinder Community/translations/pl.json b/Pathfinder Community/translations/pl.json index 07da39674f..b10598c566 100644 --- a/Pathfinder Community/translations/pl.json +++ b/Pathfinder Community/translations/pl.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1st", diff --git a/Pathfinder Community/translations/pt.json b/Pathfinder Community/translations/pt.json index 06b92e091f..c6060ae057 100644 --- a/Pathfinder Community/translations/pt.json +++ b/Pathfinder Community/translations/pt.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1º", diff --git a/Pathfinder Community/translations/ru.json b/Pathfinder Community/translations/ru.json index ec703e628e..e388cf6fc9 100644 --- a/Pathfinder Community/translations/ru.json +++ b/Pathfinder Community/translations/ru.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1st", diff --git a/Pathfinder Community/translations/sv.json b/Pathfinder Community/translations/sv.json index ec703e628e..e388cf6fc9 100644 --- a/Pathfinder Community/translations/sv.json +++ b/Pathfinder Community/translations/sv.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1st", diff --git a/Pathfinder Community/translations/tr.json b/Pathfinder Community/translations/tr.json index ec703e628e..e388cf6fc9 100644 --- a/Pathfinder Community/translations/tr.json +++ b/Pathfinder Community/translations/tr.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1st", diff --git a/Pathfinder Community/translations/zh.json b/Pathfinder Community/translations/zh.json index cbb5dcb829..5b1ce1a2f7 100644 --- a/Pathfinder Community/translations/zh.json +++ b/Pathfinder Community/translations/zh.json @@ -1,4 +1,5 @@ { + "use-header-images": "Use header images", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1級", diff --git a/Pathfinder Community/translations/zu.json b/Pathfinder Community/translations/zu.json index a630a941d9..73292e286c 100644 --- a/Pathfinder Community/translations/zu.json +++ b/Pathfinder Community/translations/zu.json @@ -1,4 +1,5 @@ { + "use-header-images": "crwdns106422:0crwdne106422:0", "conditions-list": "crwdns106302:0crwdne106302:0", "skills-list": "crwdns106304:0crwdne106304:0", "1-ordinal": "crwdns96080:0crwdne96080:0", @@ -1007,7 +1008,7 @@ "head": "crwdns98086:0crwdne98086:0", "headband": "crwdns98088:0crwdne98088:0", "header-image": "crwdns98090:0crwdne98090:0", - "header-image-default": "crwdns98092:0crwdne98092:0", + "header-image-default": "crwdns106424:0crwdne106424:0", "header-image-none": "crwdns98094:0crwdne98094:0", "heading-border-colors": "crwdns98096:0crwdne98096:0", "heal": "crwdns98098:0crwdne98098:0", diff --git a/Pathfinder_Cazra/translations/fr.json b/Pathfinder_Cazra/translations/fr.json index 1f1fb29c3f..3433538f5f 100644 --- a/Pathfinder_Cazra/translations/fr.json +++ b/Pathfinder_Cazra/translations/fr.json @@ -1,205 +1,205 @@ { - "character-name": "Character Name", - "player-name": "Player Name", + "character-name": "Nom du Personnage", + "player-name": "Nom du joueur", "race": "Race", - "classes-and-levels": "Classes and levels", - "total-level-abbrev": "Total Lv", - "xp-u": "XP", - "active-status-conditions": "Active Status Conditions", - "hp-u": "HP", - "core": "Core", - "ability-name": "Ability Name", - "base-score": "Base Score", + "classes-and-levels": "Classe(s) et niveaux", + "total-level-abbrev": "Niv total", + "xp-u": "PX", + "active-status-conditions": "États préjudiciables actifs", + "hp-u": "PV", + "core": "Feuille", + "ability-name": "Nom de la caractéristique", + "base-score": "Score de Base", "temp-plus-minus": "Temp +/-", - "modifier": "Modifier", - "str": "str", - "strength": "Strength", + "modifier": "Modificateur", + "str": "for", + "strength": "Force", "dex": "dex", - "dexterity": "Dexterity", + "dexterity": "Dextérité", "con": "con", "constitution": "Constitution", "int": "int", "intelligence": "Intelligence", - "wis": "wis", - "wisdom": "Wisdom", + "wis": "sag", + "wisdom": "Sagesse", "cha": "cha", - "charisma": "Charisma", - "gender": "Gender", - "age": "Age", - "bio-height": "Height", - "bio-weight": "Weight", - "choose-one": "Choose One", - "colossal": "Colossal", - "gargantuan": "Gargantuan", - "huge": "Huge", - "large": "Large", - "medium": "Medium", - "small": "Small", - "tiny": "Tiny", - "diminuitive": "Diminuitive", - "fine": "Fine", - "homeland": "Homeland", - "deity": "Deity", - "alignment": "Alignment", - "lawful-good": "Lawful Good", - "neutral-good": "Neutral Good", - "chaotic-good": "Chaotic Good", - "lawful-neutral": "Lawful Neutral", - "neutral": "Neutral", - "chaotic-neutral": "Chaotic Neutral", - "lawful-evil": "Lawful Evil", - "neutral-evil": "Neutral Evil", - "chaotic-evil": "Chaotic Evil", + "charisma": "Charisme", + "gender": "Sexe", + "age": "Âge", + "bio-height": "Taille", + "bio-weight": "Poids", + "choose-one": "Choisir une", + "colossal": "Colossale", + "gargantuan": "Gigantesque", + "huge": "Très Grande", + "large": "Grande", + "medium": "Moyenne", + "small": "Petite", + "tiny": "Très Petite", + "diminuitive": "Minuscule", + "fine": "Infime", + "homeland": "Pays d’origine", + "deity": "Divinité", + "alignment": "Alignement", + "lawful-good": "Loyal Bon", + "neutral-good": "Neutre Bon", + "chaotic-good": "Chaotique Bon", + "lawful-neutral": "Loyal Neutre", + "neutral": "Neutre", + "chaotic-neutral": "Chaotique Neutre", + "lawful-evil": "Loyal Mauvais", + "neutral-evil": "Neutre Mauvais", + "chaotic-evil": "Chaotique Mauvais", "factions": "Factions", - "appearance": "Appearance", - "languages": "Languages", + "appearance": "Apparence", + "languages": "Langues", "initiative": "Initiative", "total": "Total", - "dex-mod": "Dex mod", - "misc": "Misc", - "conditional-modifiers": "Conditional Modifiers", - "movement-amp-speeds": "Movement & Speeds", - "senses": "Senses", - "defenses": "Defenses", - "armor-class-abbrev-u": "AC", - "armor-class": "Armor Class", - "equipment": "Equipment", - "size": "Size", + "dex-mod": "Mod de Dex", + "misc": "Divers", + "conditional-modifiers": "Modificateurs conditionnels", + "movement-amp-speeds": "Mouvement & Vitesses", + "senses": "Sens", + "defenses": "Défenses", + "armor-class-abbrev-u": "CA", + "armor-class": "Classe d'armure", + "equipment": "Équipement", + "size": "Taille", "temp": "Temp", - "touch": "Touch", - "flat-footed": "Flat-Footed", - "damage-reduction": "Damage Reduction", - "spell-resistance": "Spell Resistance", - "resistances": "Resistances", - "immunities": "Immunities", - "saving-throws": "Saving Throws", - "base-save": "Base Save", - "ability-mod": "Ability Mod", - "misc-plus-minus": "Misc +/-", - "fortitude": "Fortitude", - "reflex": "Reflex", - "will": "Will", - "attacks": "Attacks", - "base-attack-bonus": "Base Attack Bonus", - "bab-u": "BAB", - "attack-name-place": "Attack name", - "str-u": "STR", + "touch": "Contact", + "flat-footed": "Pris au dépourvu", + "damage-reduction": "Réduction de dégâts", + "spell-resistance": "Résistance à la Magie", + "resistances": "Résistances", + "immunities": "Immunités", + "saving-throws": "Jets de Sauvegarde", + "base-save": "Sauvegarde de base", + "ability-mod": "Mod. de Caractéristique", + "misc-plus-minus": "Divers +/-", + "fortitude": "Vigueur", + "reflex": "Réflexe", + "will": "Volonté", + "attacks": "Attaques", + "base-attack-bonus": "Bonus de Base à l'Attaque", + "bab-u": "BBA", + "attack-name-place": "Nom de l'attaque", + "str-u": "FOR", "dex-u": "DEX", "con-u": "CON", "int-u": "INT", - "wis-u": "WIS", + "wis-u": "SAG", "cha-u": "CHA", - "damage": "Damage", - "crit-range": "Crit Range", - "crit-multiplier": "Crit Multiplier", - "cmb-u": "CMB", - "combat-maneuver-bonus": "Combat Maneuver Bonus", - "str-mod": "Str mod", - "cmd-u": "CMD", - "combat-maneuver-defense": "Combat Maneuver Defense", - "bab": "BAB", - "skills": "Skills", - "armor-penalty": "Armor Penalty", - "class-skill-q": "Class Skill?", - "ranks": "Ranks", + "damage": "Dégâts", + "crit-range": "Zone de critique", + "crit-multiplier": "Facteur de critique", + "cmb-u": "BMO", + "combat-maneuver-bonus": "Bonus de Manoeuvre Offensive", + "str-mod": "Mod de For", + "cmd-u": "DMD", + "combat-maneuver-defense": "Degré de manœuvre défensive", + "bab": "BBA", + "skills": "Compétences", + "armor-penalty": "Malus d'Armure", + "class-skill-q": "Compétence de Classe?", + "ranks": "Rangs", "notes": "Notes", - "acrobatics": "Acrobaticsª", - "appraise": "Appraise", - "int-mod": "Int mod", + "acrobatics": "Acrobatiesª", + "appraise": "Estimation", + "int-mod": "Mod d'Int", "bluff": "Bluff", - "cha-mod": "Cha mod", - "climb": "Climbª", - "craft": "Craft", + "cha-mod": "Mod de Cha", + "climb": "Escaladeª", + "craft": "Artisanat", "type-place": "type", - "diplomacy": "Diplomacy", - "disable-device": "Disable device*ª", - "disguise": "Disguise", - "escape-artist": "Escape artistª", - "fly": "Flyª", - "handle-animal": "Handle animal*", - "heal": "Heal", - "wis-mod": "Wis mod", - "intimidate": "Intimidate", - "knowledge-arcana": "Knowledge(arcana)*", - "knowledge-dungeoneering": "Knowledge(dungeoneering)*", - "knowledge-engineering": "Knowledge(engineering)*", - "knowledge-geography": "Knowledge(geography)*", - "knowledge-history": "Knowledge(history)*", - "knowledge-local": "Knowledge(local)*", - "knowledge-nature": "Knowledge(nature)*", - "knowledge-nobility": "Knowledge(nobility)*", - "knowledge-planes": "Knowledge(planes)*", - "knowledge-religion": "Knowledge(religion)*", - "linguistics": "Linguistics*", + "diplomacy": "Diplomatie", + "disable-device": "Sabotage*ª", + "disguise": "Déguisement", + "escape-artist": "Évasionª", + "fly": "Volª", + "handle-animal": "Dressage*", + "heal": "Premiers Secours", + "wis-mod": "Mod de Sag", + "intimidate": "Intimidation", + "knowledge-arcana": "Connaissances (Mystères)*", + "knowledge-dungeoneering": "Connaissances (Exploration)*", + "knowledge-engineering": "Connaissances (Ingénierie)*", + "knowledge-geography": "Connaissances (Géographie)*", + "knowledge-history": "Connaissances (Histoire)*", + "knowledge-local": "Connaissances (Folklore)*", + "knowledge-nature": "Connaissances (Nature)*", + "knowledge-nobility": "Connaissances (Noblesse)*", + "knowledge-planes": "Connaissances (Plans)*", + "knowledge-religion": "Connaissances (Religion)*", + "linguistics": "Linguistique*", "perception": "Perception", - "perform": "Perform", + "perform": "Représentation", "profession": "Profession*", - "ride": "Rideª", - "sense-motive": "Sense motive", - "sleight-of-hand": "Sleight of hand*ª", - "spellcraft": "Spellcraft*", - "stealth": "Stealthª", - "survival": "Survival", - "swim": "Swimª", - "use-magic-device": "Use magic device*", - "trained-only-armor-penalty-legend": "* Trained only, ª Armor penalty", + "ride": "Équitationª", + "sense-motive": "Psychologie", + "sleight-of-hand": "Escamotage*ª", + "spellcraft": "Art de la magie*", + "stealth": "Furtivitéª", + "survival": "Survie", + "swim": "Natationª", + "use-magic-device": "Utilisation d'objets magiques*", + "trained-only-armor-penalty-legend": "* Uniquement avec formation, ª Malus d'Armure", "specials-feats": "Specials/Feats", - "racial-abilities": "Racial Abilities", - "ability-name-place": "Ability name", - "uses": "Uses", + "racial-abilities": "Capacités Raciales", + "ability-name-place": "Nom de la caractéristique", + "uses": "Utilisations", "description-place": "Description", - "class-abilities": "Class Abilities", - "other-abilities": "Other Abilities", - "feats": "Feats", - "level-abbrev": "Lv", + "class-abilities": "Capacités de classe", + "other-abilities": "Autres capacités", + "feats": "Dons", + "level-abbrev": "Niv", "bonus": "bonus", - "feat-name-place": "Feat name", + "feat-name-place": "Nom du Don", "traits": "Traits", - "trait-name-place": "Trait name", - "favored-class-options": "Favored Class Options", - "special-gear": "Special Gear", - "item-name-place": "Item name", + "trait-name-place": "Nom du Trait", + "favored-class-options": "Options de classe de prédilection", + "special-gear": "Équipement spécial", + "item-name-place": "Nom de l'objet", "type": "Type", - "count": "Count", - "mundane-gear": "Mundane Gear", - "money": "Money", + "count": "Compter ", + "mundane-gear": "Équipement ordinaire", + "money": "Argent", "platinum-pieces-u": "PP", - "gold-pieces-u": "GP", - "silver-pieces-u": "SP", - "copper-pieces-u": "CP", - "magic": "Magic", - "spellcaster-class": "Spellcaster Class", - "caster-level": "Caster Level", - "ability": "Ability", - "base-dc": "Base DC", - "specialty-school-domain": "Specialty School/Domain", - "restricted-schools": "Restricted Schools", - "spellbook": "Spellbook", - "level0-spells": "Level 0 Spells", - "spells-per-day": "Spells per day", - "save-dc": "Save DC", - "prepared-title": "Prepared?", + "gold-pieces-u": "PO", + "silver-pieces-u": "PA", + "copper-pieces-u": "PC", + "magic": "Magie", + "spellcaster-class": "Classe de lanceur de sorts", + "caster-level": "Niveau de Lanceur de Sorts", + "ability": "Caractéristique", + "base-dc": "DD de base", + "specialty-school-domain": "École/Domaine", + "restricted-schools": "Écoles opposées", + "spellbook": "Grimoire", + "level0-spells": "Sorts de niveau 0", + "spells-per-day": "Sorts par Jour", + "save-dc": "DD de Sauv", + "prepared-title": "Préparé?", "prepared-u": "P", - "spell-name-place": "Spell name", - "choose-school": "Choose School", + "spell-name-place": "Nom du Sort", + "choose-school": "Choisir l'école", "abjuration": "Abjuration", - "conjuration": "Conjuration", + "conjuration": "Invocation", "divination": "Divination", - "enchantment": "Enchantment", - "evocation": "Evocation", + "enchantment": "Enchantement", + "evocation": "Évocation", "illusion": "Illusion", - "necromancy": "Necromancy", + "necromancy": "Nécromancie", "transmutation": "Transmutation", - "universal": "Universal", - "level1-spells": "Level 1 Spells", - "level2-spells": "Level 2 Spells", - "level3-spells": "Level 3 Spells", - "level4-spells": "Level 4 Spells", - "level5-spells": "Level 5 Spells", - "level6-spells": "Level 6 Spells", - "level7-spells": "Level 7 Spells", - "level8-spells": "Level 8 Spells", - "level9-spells": "Level 9 Spells", + "universal": "Universel", + "level1-spells": "Sorts de niveau 1", + "level2-spells": "Sorts de niveau 2", + "level3-spells": "Sorts de niveau 3", + "level4-spells": "Sorts de niveau 4", + "level5-spells": "Sorts de niveau 5", + "level6-spells": "Sorts de niveau 6", + "level7-spells": "Sorts de niveau 7", + "level8-spells": "Sorts de niveau 8", + "level9-spells": "Sorts de niveau 9", "attack-tpl": "Attack $[[0]]", "damage-tpl": "Damage $[[1]]", "critical-hit-tpl": "Critical Hit! $[[0]]", @@ -207,6 +207,6 @@ "crit-damage-tpl": "Crit Damage $[[3]]", "non-crit-damage-tpl": "Non-crit Damage $[[1]]", "result-tpl": "Result $[[0]]", - "notes-tpl": "Notes:", - "attack-notes-tpl": "Attack Notes:" + "notes-tpl": "Notes :", + "attack-notes-tpl": "Notes sur l'attaque :" } diff --git a/Shadowrun5thEdition/translations/fr.json b/Shadowrun5thEdition/translations/fr.json index 417a81e9d4..a93c59ea07 100644 --- a/Shadowrun5thEdition/translations/fr.json +++ b/Shadowrun5thEdition/translations/fr.json @@ -86,7 +86,7 @@ "dam": "Dég", "damage": "Dégâts", "damagetype": "Dégâts de Combat", - "data_processing": "Data Processing", + "data_processing": "Traitement des données", "dataproc": "Trait. Données", "decompiling": "Décompilation", "default": "Compétence par défaut", @@ -185,11 +185,11 @@ "lang": "Lang..", "languageskills": "Compétences linguistiques", "leadership": "Commandement", - "level": "Level", + "level": "Niveau", "levelresonance": "Niveau / résonance", "licenses": "Permis", "liftcarry": "Soulever / Transporter", - "limit": "Limit", + "limit": "Limite", "limits": "Limites", "locksmith": "Serrurerie", "logic": "Logique", @@ -209,12 +209,12 @@ "matrixdevice": "Appareil de la matrice", "matrixinit": "Ini matricielle", "matrixinitiative": "Initiative Matricielle", - "matrixsoak": "Matrix Soak", + "matrixsoak": "Encaissement matriciel", "medicine": "Médecine", "melee": "Mêlée", "memory": "Mémoire", "mental": "Mental", - "mental_limit": "Mental Limit", + "mental_limit": "Limite mentale ", "mentallimit": "Limite mentale :", "metamagic": "Métamagie", "metatype": "Métatype", @@ -236,7 +236,7 @@ "navigation": "Navigation", "near": "Près", "negotiation": "Négociation", - "none": "None", + "none": "Aucun", "notes": "Notes", "notoriety": "Notoriété", "nuyen": "Nuyen", @@ -256,7 +256,7 @@ "persona": "Persona", "personal": "Données personnelles", "physical": "Physique", - "physical_limit": "Physical Limit", + "physical_limit": "Limite physique ", "physicalbonus": "Bonus Physique", "physicaldamagetrack": "Moniteur de dégâts physiques", "physicallimit": "Limite physique :", @@ -273,7 +273,7 @@ "plot": "Complot", "power": "Puissance", "powers": "Pouvoirs", - "pr": "Professional Rating", + "pr": "Indice professionnel", "prep": "Prép...", "primary": "Principale", "primaryarmor": "Armure principale", @@ -322,7 +322,7 @@ "soak": "Encaisser", "soakbonus": "Bonus d'encaissement", "social": "Social", - "social_limit": "Social Limit", + "social_limit": "Limite sociale ", "sociallimit": "Limite sociale : ", "socialskills": "Compétences sociales", "software": "Logiciels", diff --git a/StarWars5E/translations/pt.json b/StarWars5E/translations/pt.json index 1d6db352a4..1c6db28c51 100644 --- a/StarWars5E/translations/pt.json +++ b/StarWars5E/translations/pt.json @@ -5,11 +5,11 @@ "npc-type-u": "NPC TYPE", "npc-type-place": "Medium fiend, any evil alignment", "armor-class-u": "ARMOR CLASS", - "class-u": "CLASS", - "type-u": "TYPE", - "abilities-u": "ABILITIES", + "class-u": "CLASSE", + "type-u": "TIPO", + "abilities-u": "ATRIBUTOS", "npc-armor-place": "scale mail", - "hit-points-u": "HIT POINTS", + "hit-points-u": "PONTOS DE VIDA", "formula-u": "FORMULA", "speed-u": "SPEED", "npc-speed-place": "30 ft., fly 60ft.", diff --git a/Starfinder HUD/translations/pt.json b/Starfinder HUD/translations/pt.json index 3c330b35b1..03f194200d 100644 --- a/Starfinder HUD/translations/pt.json +++ b/Starfinder HUD/translations/pt.json @@ -1,11 +1,11 @@ { - "core": "CORE", - "spells": "SPELLS", - "comms": "COMMS", + "core": "NÚCLEO", + "spells": "MAGIAS", + "comms": "COMUNICAÇÕES", "rolls-are": "ROLLS ARE", - "public": "PUBLIC", - "private": "PRIVATE", - "display-mode": "DISPLAY MODE", + "public": "PÚBLICO", + "private": "PRIVADO", + "display-mode": "MODO DE EXIBIÇÃO", "pc": "PC", "npc": "NPC", "ship": "SHIP", @@ -971,7 +971,7 @@ "which-gunner": "Which Gunner", "range": "RANGE", "hexes": "HEXES", - "light": "LIGHT", + "light": "LEVE", "heavy": "HEAVY", "capital": "CAPITAL", "direct-fire": "DIRECT FIRE", diff --git a/Starfinder by Roll20/translations/fr.json b/Starfinder by Roll20/translations/fr.json index 4d88126ea0..127a1aab6d 100644 --- a/Starfinder by Roll20/translations/fr.json +++ b/Starfinder by Roll20/translations/fr.json @@ -350,7 +350,7 @@ "save": "SAUVEGARDE", "dc": "DD", "save-effect:": "EFFET DE SAUVEGARDE:", - "notes:": "NOTES:", + "notes:": "NOTES :", "level": "NIVEAU ", "roll-crit": "JET D'EFFET CRITIQUE", "random-crit": "APPLIQUER UN EFFET CRITIQUE ALÉATOIRE", @@ -501,7 +501,7 @@ "custom mod": "Custom Mod", "mod method": "Méthode d'intégration des modificateurs", "manual": "Manuel", - "wizard": "Wizard", + "wizard": "Magicien", "skill points": "Points de Compétences", "profession": "Profession", "untyped bonus": "Bonus sans Type", @@ -537,7 +537,7 @@ "fort-saves": "Svg : Vigueur", "will-saves": "Svg : Volonté", "all-saves": "Toutes les Sauvegardes", - "melee weapon attacks": "Melee Weapon Attacks", - "ranged weapon attacks": "Ranged Weapon Attacks", + "melee weapon attacks": "Attaques avec une arme de corps à corps", + "ranged weapon attacks": "Attaques avec une arme à distance", "custom": "Custom" } \ No newline at end of file diff --git a/Starfinder by Roll20/translations/pt.json b/Starfinder by Roll20/translations/pt.json index 443a11ab3d..707dc5fc33 100644 --- a/Starfinder by Roll20/translations/pt.json +++ b/Starfinder by Roll20/translations/pt.json @@ -203,7 +203,7 @@ "always": "SEMPRE", "never": "NUNCA", "number-of-attacks:": "NÚMERO DE ATAQUES:", - "attacher": "ATTACHER", + "attacher": "Detalhes", "equipment": "EQUIPAMENTO", "carried": "CARREGANDO", "not carried": "NÃO CARREGANDO", @@ -332,7 +332,7 @@ "forward-arc": "Arco da Proa", "aft-arc": "Arco da Popa", "weapons": "Armas", - "nominal": "NOMINAL", + "nominal": "NORMAL", "glitching": "FALHANDO", "malfunctioning": "MALFUNCIONAMENTO", "wrecked": "AVARIADO", diff --git a/Stars_Without_Number_Revised/translations/af.json b/Stars_Without_Number_Revised/translations/af.json index 0e186fb54e..61e6c0dd21 100644 --- a/Stars_Without_Number_Revised/translations/af.json +++ b/Stars_Without_Number_Revised/translations/af.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/cs.json b/Stars_Without_Number_Revised/translations/cs.json index 0e186fb54e..61e6c0dd21 100644 --- a/Stars_Without_Number_Revised/translations/cs.json +++ b/Stars_Without_Number_Revised/translations/cs.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/da.json b/Stars_Without_Number_Revised/translations/da.json index 0e186fb54e..61e6c0dd21 100644 --- a/Stars_Without_Number_Revised/translations/da.json +++ b/Stars_Without_Number_Revised/translations/da.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/de.json b/Stars_Without_Number_Revised/translations/de.json index cd5ac7c7b5..393ae6efc5 100644 --- a/Stars_Without_Number_Revised/translations/de.json +++ b/Stars_Without_Number_Revised/translations/de.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Fügt eine ausfahrbahre zusätzliche Fertigkeitsliste für individuelle Fertigkeiten hinzu.", "ADD_LUCK_SAVE": "Fügt einen Glückswurf hinzu", "ADD_LUCK_SAVE_DESC": "Fügt einen Heimregel Glückswurf hinzu, für die Zeiten in denen ein Charakter nur durch Glück durchkommt.", + "ADEPT": "Adept", "ADMINISTER": "Verwalten", "ADRENAL_SUPPRESSION_PUMP": "Adrenalin-Unterdrückungspumpe", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Fahrzeug Laser", "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.", "AP": "RD", + "ARCANIST": "Arcanist", "ARMOR": "Panzerung", "ARMORED_UNDERSUIT": "Gepanzerte Unterkleidung", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/el.json b/Stars_Without_Number_Revised/translations/el.json index 0e186fb54e..61e6c0dd21 100644 --- a/Stars_Without_Number_Revised/translations/el.json +++ b/Stars_Without_Number_Revised/translations/el.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/en.json b/Stars_Without_Number_Revised/translations/en.json index 0e186fb54e..61e6c0dd21 100644 --- a/Stars_Without_Number_Revised/translations/en.json +++ b/Stars_Without_Number_Revised/translations/en.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/es.json b/Stars_Without_Number_Revised/translations/es.json index 2abe488d64..557b0e3af9 100644 --- a/Stars_Without_Number_Revised/translations/es.json +++ b/Stars_Without_Number_Revised/translations/es.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administración", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Láser antitanque", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armadura", "ARMORED_UNDERSUIT": "Traje acorazado", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Equipo de campo", "FIELD_RADIO": "Radio de campo", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Reparar", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Saber", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Lenguaje", "LANGUAGES": "Lenguajes", "LARGE_ADVANCED_WEAPON": "Arma grande avanzada", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Pistola magnética", "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_RIFLE": "Rifle magnético", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Informe de exploración", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Atuendo blindado", "SECURE_CLOTHING_DESC": "El atuendo blindado viene en diversos estilos y modas, desde la ropa casual a la alta costura. Los tejidos y componentes normales se reemplazan con componentes de armadura ligeros y flexibles que apenas estorban a quien lo viste. Sólo una inspección táctil cercana puede distinguir un atuendo blindado de uno ordinario.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Velocidad", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Rajatrajes", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Cañón trueno", "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.", "TIGHTBEAM_LINK_UNIT": "Unidad de enlace láser", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Herramientas/Med", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Tipo", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Combatiente desarmado", "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.", "UNCOMMITTED": "Sin Invertir", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Compresor de vacío", "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_SKIN": "Piel de vacío", diff --git a/Stars_Without_Number_Revised/translations/fr.json b/Stars_Without_Number_Revised/translations/fr.json index 9060dcb706..c062438c91 100644 --- a/Stars_Without_Number_Revised/translations/fr.json +++ b/Stars_Without_Number_Revised/translations/fr.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/he.json b/Stars_Without_Number_Revised/translations/he.json index 0e186fb54e..61e6c0dd21 100644 --- a/Stars_Without_Number_Revised/translations/he.json +++ b/Stars_Without_Number_Revised/translations/he.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/it.json b/Stars_Without_Number_Revised/translations/it.json index 0e186fb54e..61e6c0dd21 100644 --- a/Stars_Without_Number_Revised/translations/it.json +++ b/Stars_Without_Number_Revised/translations/it.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/ja.json b/Stars_Without_Number_Revised/translations/ja.json index 0e186fb54e..61e6c0dd21 100644 --- a/Stars_Without_Number_Revised/translations/ja.json +++ b/Stars_Without_Number_Revised/translations/ja.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/ko.json b/Stars_Without_Number_Revised/translations/ko.json index 0e186fb54e..61e6c0dd21 100644 --- a/Stars_Without_Number_Revised/translations/ko.json +++ b/Stars_Without_Number_Revised/translations/ko.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/nl.json b/Stars_Without_Number_Revised/translations/nl.json index 0e186fb54e..61e6c0dd21 100644 --- a/Stars_Without_Number_Revised/translations/nl.json +++ b/Stars_Without_Number_Revised/translations/nl.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/pl.json b/Stars_Without_Number_Revised/translations/pl.json index 9fb9d23f2f..e2904c4870 100644 --- a/Stars_Without_Number_Revised/translations/pl.json +++ b/Stars_Without_Number_Revised/translations/pl.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury Cabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/pt.json b/Stars_Without_Number_Revised/translations/pt.json index 0e186fb54e..bdd209c36e 100644 --- a/Stars_Without_Number_Revised/translations/pt.json +++ b/Stars_Without_Number_Revised/translations/pt.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -395,7 +401,7 @@ "HEAVY_MACHINE_GUN": "Heavy Machine Gun", "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_WARBOT": "Heavy Warbot", - "HEAVY_WEAPONS": "Heavy weapons", + "HEAVY_WEAPONS": "Armas Pesadas", "HENCHKEEPER": "Henchkeeper", "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.", "HEROIC_CHARACTERS": "Heroic characters", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/ru.json b/Stars_Without_Number_Revised/translations/ru.json index 0e186fb54e..61e6c0dd21 100644 --- a/Stars_Without_Number_Revised/translations/ru.json +++ b/Stars_Without_Number_Revised/translations/ru.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/sv.json b/Stars_Without_Number_Revised/translations/sv.json index 0e186fb54e..61e6c0dd21 100644 --- a/Stars_Without_Number_Revised/translations/sv.json +++ b/Stars_Without_Number_Revised/translations/sv.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/tr.json b/Stars_Without_Number_Revised/translations/tr.json index 0e186fb54e..61e6c0dd21 100644 --- a/Stars_Without_Number_Revised/translations/tr.json +++ b/Stars_Without_Number_Revised/translations/tr.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/zh.json b/Stars_Without_Number_Revised/translations/zh.json index 0e186fb54e..61e6c0dd21 100644 --- a/Stars_Without_Number_Revised/translations/zh.json +++ b/Stars_Without_Number_Revised/translations/zh.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", "ADD_LUCK_SAVE": "Add a luck save", "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", "ADMINISTER": "Administer", "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", "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.", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "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.", "AP": "AP", + "ARCANIST": "Arcanist", "ARMOR": "Armor", "ARMORED_UNDERSUIT": "Armored Undersuit", "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.", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "Field Equipment", "FIELD_RADIO": "Field radio", "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.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", "FIGHTER": "Fighter", "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", "FITTING": "Fitting", "FIX": "Fix", "FLAK": "Flak", @@ -331,6 +336,7 @@ "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_PUPPETRY": "Force Puppetry", "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.", + "FOURTH_LEVEL": "4th Level", "FOXER_DRONES": "Foxer Drones", "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "Kinetic Transversal", "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.", "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", "LANGUAGE": "Language", "LANGUAGES": "Languages", "LARGE_ADVANCED_WEAPON": "Large advanced weapon", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "Luxury cCabins", "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", "MAG_PISTOL": "Mag Pistol", "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_RIFLE": "Mag Rifle", @@ -758,6 +767,7 @@ "SCIENCE": "Science", "SCOUT_REPORT": "Scout report", "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.", + "SECOND_LEVEL": "2nd Level", "SECURE_CLOTHING": "Secure Clothing", "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.", "SECURITY": "Security", @@ -847,6 +857,7 @@ "SPEED": "Speed", "SPELL": "Spell", "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", "SPIKE_DRIVE_2": "Drive-2 upgrade", "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", "SPIKE_DRIVE_3": "Drive-3 upgrade", @@ -909,6 +920,7 @@ "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.", "SUIT_RIPPER": "Suit ripper", "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.", + "SUNBLADE": "Sunblade", "SUPPRESS_COGNITION": "Suppress Cognition", "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.", "SURGE_MOMENTUM": "Surge Momentum", @@ -981,6 +993,7 @@ "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.", "THERMOKINESIS": "Thermokinesis", "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.", + "THIRD_LEVEL": "3rd Level", "THUNDER_GUN": "Thunder Gun", "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.", "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", @@ -997,6 +1010,8 @@ "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.", "TOOLS_AND_MEDICAL": "Tools & Medical", "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", "TOXIN_INJECTOR": "Toxin Injector", "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.", "TRACTOR_BEAMS": "Tractor beams", @@ -1010,11 +1025,13 @@ "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.", "TRANSMIT_THOUGHT": "Transmit Thought", "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.", + "TRAVEL_COST": "Travel Cost", "TSUNAMI": "Tsunami", "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.", "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", "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.", "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", "UNARMED_COMBATANT": "Unarmed Combatant", "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.", "UNCOMMITTED": "Uncommitted", @@ -1027,6 +1044,7 @@ "UNTRAINED": "Untrained", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", "VACC_FRESHER": "Vacc fresher", "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_SKIN": "Vacc skin", diff --git a/Stars_Without_Number_Revised/translations/zu.json b/Stars_Without_Number_Revised/translations/zu.json index d8eb423eb0..ab76e20df5 100644 --- a/Stars_Without_Number_Revised/translations/zu.json +++ b/Stars_Without_Number_Revised/translations/zu.json @@ -14,6 +14,7 @@ "ADD_EXTRA_SKILLS_DESC": "crwdns69577:0crwdne69577:0", "ADD_LUCK_SAVE": "crwdns69578:0crwdne69578:0", "ADD_LUCK_SAVE_DESC": "crwdns69579:0crwdne69579:0", + "ADEPT": "crwdns106384:0crwdne106384:0", "ADMINISTER": "crwdns69580:0crwdne69580:0", "ADRENAL_SUPPRESSION_PUMP": "crwdns70867:0crwdne70867:0", "ADRENAL_SUPPRESSION_PUMP_DESC": "crwdns70868:0crwdne70868:0", @@ -48,6 +49,7 @@ "ANTI_VEHICLE_LASER": "crwdns70883:0crwdne70883:0", "ANTI_VEHICLE_LASER_DESC": "crwdns72188:0crwdne72188:0", "AP": "crwdns69942:0crwdne69942:0", + "ARCANIST": "crwdns106386:0crwdne106386:0", "ARMOR": "crwdns69583:0crwdne69583:0", "ARMORED_UNDERSUIT": "crwdns70884:0crwdne70884:0", "ARMORED_UNDERSUIT_DESC": "crwdns72189:0crwdne72189:0", @@ -79,7 +81,7 @@ "AUGMENTED_PLATING": "crwdns69947:0crwdne69947:0", "AUTHORITY": "crwdns70893:0crwdne70893:0", "AUTHORITY_DESC": "crwdns70894:0crwdne70894:0", - "AUTOMATION_SUPPORT": "crwdns70895:0crwdne70895:0", + "AUTOMATION_SUPPORT": "crwdns106388:0crwdne106388:0", "AUTOMATION_SUPPORT_DESC": "crwdns69951:0crwdne69951:0", "AUTO_TARGETING_SYSTEM": "crwdns69948:0crwdne69948:0", "AUTO_TARGETING_SYSTEM_DESC": "crwdns69949:0crwdne69949:0", @@ -310,10 +312,13 @@ "FIELD_EQUIPMENT": "crwdns70989:0crwdne70989:0", "FIELD_RADIO": "crwdns70990:0crwdne70990:0", "FIELD_RADIO_DESC": "crwdns70991:0crwdne70991:0", + "FIFTH_LEVEL": "crwdns106390:0crwdne106390:0", + "FIGHT": "crwdns106392:0crwdne106392:0", "FIGHTER": "crwdns70992:0crwdne70992:0", "FINE_NPC_WHISPERING": "crwdns69668:0crwdne69668:0", "FINE_NPC_WHISPERING_DESC": "crwdns69669:0crwdne69669:0", "FIRST_EDITION": "crwdns69670:0crwdne69670:0", + "FIRST_LEVEL": "crwdns106394:0crwdne106394:0", "FITTING": "crwdns69671:0crwdne69671:0", "FIX": "crwdns69672:0crwdne69672:0", "FLAK": "crwdns69984:0crwdne69984:0", @@ -331,6 +336,7 @@ "FORCE_PAVIS_DESC": "crwdns72218:0crwdne72218:0", "FORCE_PUPPETRY": "crwdns70997:0crwdne70997:0", "FORCE_PUPPETRY_DESC": "crwdns70998:0crwdne70998:0", + "FOURTH_LEVEL": "crwdns106396:0crwdne106396:0", "FOXER_DRONES": "crwdns69986:0crwdne69986:0", "FOXER_DRONES_DESC": "crwdns69987:0crwdne69987:0", "FRACTAL_IMPACT_CHARGE": "crwdns69988:0crwdne69988:0", @@ -461,6 +467,7 @@ "KINETIC_TRANSVERSAL": "crwdns71060:0crwdne71060:0", "KINETIC_TRANSVERSAL_DESC": "crwdns71061:0crwdne71061:0", "KNOW": "crwdns69715:0crwdne69715:0", + "KNOW_MAGIC": "crwdns106398:0crwdne106398:0", "LANGUAGE": "crwdns69716:0crwdne69716:0", "LANGUAGES": "crwdns69717:0crwdne69717:0", "LARGE_ADVANCED_WEAPON": "crwdns71062:0crwdne71062:0", @@ -498,6 +505,8 @@ "LUXURY_CABINS": "crwdns72240:0crwdne72240:0", "LUXURY_CABINS_DESC": "crwdns70004:0crwdne70004:0", "MAGIC": "crwdns69729:0crwdne69729:0", + "MAGIC_EFFORT": "crwdns106400:0crwdne106400:0", + "MAGISTER": "crwdns106402:0crwdne106402:0", "MAG_PISTOL": "crwdns71076:0crwdne71076:0", "MAG_PISTOL_DESC": "crwdns72241:0crwdne72241:0", "MAG_RIFLE": "crwdns71077:0crwdne71077:0", @@ -758,6 +767,7 @@ "SCIENCE": "crwdns69815:0crwdne69815:0", "SCOUT_REPORT": "crwdns71186:0crwdne71186:0", "SCOUT_REPORT_DESC": "crwdns71187:0crwdne71187:0", + "SECOND_LEVEL": "crwdns106404:0crwdne106404:0", "SECURE_CLOTHING": "crwdns71188:0crwdne71188:0", "SECURE_CLOTHING_DESC": "crwdns72278:0crwdne72278:0", "SECURITY": "crwdns69816:0crwdne69816:0", @@ -847,6 +857,7 @@ "SPEED": "crwdns69845:0crwdne69845:0", "SPELL": "crwdns69846:0crwdne69846:0", "SPELLS": "crwdns69847:0crwdne69847:0", + "SPELL_SLOTS": "crwdns106406:0crwdne106406:0", "SPIKE_DRIVE_2": "crwdns70046:0crwdne70046:0", "SPIKE_DRIVE_2_DESC": "crwdns70047:0crwdne70047:0", "SPIKE_DRIVE_3": "crwdns70048:0crwdne70048:0", @@ -909,6 +920,7 @@ "SUICIDE_CHARGE_DESC": "crwdns72300:0crwdne72300:0", "SUIT_RIPPER": "crwdns71241:0crwdne71241:0", "SUIT_RIPPER_DESC": "crwdns72301:0crwdne72301:0", + "SUNBLADE": "crwdns106408:0crwdne106408:0", "SUPPRESS_COGNITION": "crwdns71242:0crwdne71242:0", "SUPPRESS_COGNITION_DESC": "crwdns71243:0crwdne71243:0", "SURGE_MOMENTUM": "crwdns71244:0crwdne71244:0", @@ -981,6 +993,7 @@ "THERMAL_PISTOL_DESC": "crwdns72306:0crwdne72306:0", "THERMOKINESIS": "crwdns71286:0crwdne71286:0", "THERMOKINESIS_DESC": "crwdns71287:0crwdne71287:0", + "THIRD_LEVEL": "crwdns106410:0crwdne106410:0", "THUNDER_GUN": "crwdns71288:0crwdne71288:0", "THUNDER_GUN_DESC": "crwdns72307:0crwdne72307:0", "TIGHTBEAM_LINK_UNIT": "crwdns71289:0crwdne71289:0", @@ -997,6 +1010,8 @@ "TOOLKIT_PRETECH_DESC": "crwdns71298:0crwdne71298:0", "TOOLS_AND_MEDICAL": "crwdns71299:0crwdne71299:0", "TORPEDO_LAUNCHER": "crwdns70064:0crwdne70064:0", + "TOTAL": "crwdns106412:0crwdne106412:0", + "TOTAL_CYBERWARE_STRAIN": "crwdns106414:0crwdne106414:0", "TOXIN_INJECTOR": "crwdns71300:0crwdne71300:0", "TOXIN_INJECTOR_DESC": "crwdns71301:0crwdne71301:0", "TRACTOR_BEAMS": "crwdns70065:0crwdne70065:0", @@ -1010,11 +1025,13 @@ "TRANSLATOR_TORC_DESC": "crwdns71307:0crwdne71307:0", "TRANSMIT_THOUGHT": "crwdns71308:0crwdne71308:0", "TRANSMIT_THOUGHT_DESC": "crwdns71309:0crwdne71309:0", + "TRAVEL_COST": "crwdns106416:0crwdne106416:0", "TSUNAMI": "crwdns71310:0crwdne71310:0", "TSUNAMI_DESC": "crwdns71311:0crwdne71311:0", "TWITCHLOCK_ACTUATORS": "crwdns71312:0crwdne71312:0", "TWITCHLOCK_ACTUATORS_DESC": "crwdns71313:0crwdne71313:0", "TYPE": "crwdns69881:0crwdne69881:0", + "TYPE_OF_MAGIC": "crwdns106418:0crwdne106418:0", "UNARMED_COMBATANT": "crwdns71314:0crwdne71314:0", "UNARMED_COMBATANT_DESC": "crwdns71315:0crwdne71315:0", "UNCOMMITTED": "crwdns71316:0crwdne71316:0", @@ -1027,6 +1044,7 @@ "UNTRAINED": "crwdns71322:0crwdne71322:0", "UNTRAINED_SKILLS_IN_QUICK_MACRO": "crwdns71323:0crwdne71323:0", "USE_AMMO_AUTOMATICALLY": "crwdns70067:0crwdne70067:0", + "USE_MAGIC": "crwdns106420:0crwdne106420:0", "VACC_FRESHER": "crwdns71324:0crwdne71324:0", "VACC_FRESHER_DESC": "crwdns71325:0crwdne71325:0", "VACC_SKIN": "crwdns71326:0crwdne71326:0",