diff --git a/GURPS/translations/el.json b/GURPS/translations/el.json
index 847467d56f..67251f8234 100644
--- a/GURPS/translations/el.json
+++ b/GURPS/translations/el.json
@@ -120,7 +120,7 @@
"pounce-label": "Pounce: +4",
"pounce-tooltip": "As slam, get 1 yard of extra movement. Roll DX, Acrobatics, or Jumping to avoid falling prone. If a mount, rider must roll Riding-4 or fall off! Must have four or more legs. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B371-372",
"all-out-attack-title": "All-Out Attack",
- "none-label": "Καμία",
+ "none-label": "None",
"no-all-out-attack-tooltip": "No All-Out Attack, select this to clear all-out attack option.",
"all-out-attack-determined-label": "Determined: +4",
"all-out-attack-determined-tooltip": "Determined: Make a single attack at +4 to hit! Movement: half-move, forward only. Defense: None. See B365",
@@ -197,7 +197,7 @@
"dual-training-label": "Dual training",
"moving-mount-vehicle-label": "Moving Mount/Vehicle",
"moving-mount-vehicle-tooltip": "Attacking from moving mount or vehicle. NOTE:If not stabilized, the total of Accuracy, Aim, Bracing, and Targeting systems can't exceed vehicle's stability rating (SR). See B469 and B548",
- "abbreviation-stability-rating-label": "Strike Rank",
+ "abbreviation-stability-rating-label": "SR",
"stability-rating-tooltip": "Vehicle's stability rating. Affects Targeting systems.",
"unstabilized-label": "Unstabilized",
"unstabilized-tooltip": "The vehicle's weapon is not stabilized. The max bonus from Targeting Systems can't exceed Stability Rating of the vehicle. See B469",
@@ -420,7 +420,7 @@
"size-modifier-lifting-st-warning-message": "Warning! Due to your Size Modifier you only need to spend character points ( pts/level) for Lifting ST .",
"attributes-label": "Attributes",
"abbreviation-modifier-label": "Mod",
- "attributes-modifier-tooltip": "\nA modifier that will be applied to your \nattribute. All derived attributes draw their \nbase from your unmodified attributes. \nTherefore this MOD will generally only \naffect direct attribute rolls and skill rolls.\n\t\t\t\t\t\t\t",
+ "attributes-modifier-tooltip": "A modifier that will be applied to your attribute. All derived attributes draw their base from your unmodified attributes. Therefore this MOD will generally only affect direct attribute rolls and skill rolls.",
"abbreviation-character-points-label": "Pts",
"abbreviation-strength": "ST",
"attributes-strength-tooltip": "Strength pts/level - Unmodified Cost reduced by -10% (Max -80%) per SM+1 (B15)",
@@ -433,19 +433,19 @@
"abbreviation-perception": "Per",
"attributes-perception-tooltip": "Perception: Based on Intelligence 5pts/level. Unmodified: ",
"attribute-vision": "Vision",
- "attributes-vision-tooltip": "\nVisual Perception \nBased on Perception \n2pts/level \nUnmodified: \n\t\t\t\t\t\t\t",
+ "attributes-vision-tooltip": "Visual Perception Based on Perception 2pts/level Unmodified: ",
"attribute-hearing": "Hearing",
- "attribute-hearing-tooltip": "\nAudio Perception \nBased on Perception \n2pts/level \nUnmodified: \n\t\t\t\t\t\t\t",
+ "attribute-hearing-tooltip": "Audio Perception Based on Perception 2pts/level Unmodified: ",
"attribute-smell": "Smell",
- "attribute-smell-tooltip": "\nSmell & Taste Perception (B35) \nBased on Perception \n2pts/level \nUnmodified: \n\t\t\t\t\t\t\t",
+ "attribute-smell-tooltip": "Smell & Taste Perception (B35) Based on Perception 2pts/level Unmodified: ",
"attribute-touch": "Touch",
- "attribute-touch-tooltip": "\nTouch Perception \nBased on Perception \n2pts/level \nUnmodified: \n\t\t\t\t\t\t\t",
+ "attribute-touch-tooltip": "Touch Perception Based on Perception 2pts/level Unmodified: ",
"attribute-will": "Will",
- "attribute-will-tooltip": "\nWillpower \nBased on Intelligence \n5pts/level \nUnmodified: \n\t\t\t\t\t\t\t",
+ "attribute-will-tooltip": "Willpower Based on Intelligence 5pts/level Unmodified: ",
"attribute-fright": "Fright",
"attribute-fright-tooltip": "Fright Check (B360) Based on Willpower 2pts/level Unmodified: Combat Reflexes Modifier: Stress and Derangement Modifier:
See extensive list of Modifiers B360 & GURPS Horror p139-142. If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)",
"abbreviation-threshold": "Thresh",
- "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13. \nThis means that a roll of 14 or more is automatically a failure. \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15 \n(Power Ups 2, p13). \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this \nto be useful, of course! \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t",
+ "attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13. This means that a roll of 14 or more is automatically a failure. This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15 (Power Ups 2, p13). Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this to be useful, of course! Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and Confusion Check Table for failures. (Powers p85).",
"fright-check-label": "Fright Check",
"attribute-unstun": "Unstun",
"attribute-unstun-tooltip": "Recover from physical stun, based on Health. Roll at the end of your turn after Do Nothing ",
@@ -470,64 +470,64 @@
"attribute-striking": "Striking",
"attribute-striking-strength-tooltip": "Striking Strength Based on Strength pts/level Unmodified: ",
"attribute-thrust": "Thrust",
- "attribute-thrust-damage-table": "\n\t\t\t\t\t\t\t\tThrust Damage \n\t\t\t\t\t\t\t\t
",
"stats-title": "Stats",
"value-title": "Value",
"abbreviation-maximum-hit-points": "Max HP",
"maximum-hit-poits-tooltip": "Hit Points - Based on Strength - pts/level Cost reduced by -10% per SM+1 (B15)",
"abbreviation-current-hit-points": "Current HP",
- "current-hit-points-tooltip": "\nCurrent Hit Points \nWhen your HP is low, you take penalties. (B419)\n\t\t\t\t\t\t\t\t\t",
+ "current-hit-points-tooltip": "Current Hit Points When your HP is low, you take penalties. (B419)",
"current-hit-points-reeling": "Reeling: If your HP is less than",
- "current-hit-points-reeling-description": "\n- Halve Move and Dodge (round up) (B419) \n- These effects are cumulative with FP loss. See GURPS FAQ: 3.4.5.7 \t\t\t\t\t\t\t\t\t\t\t\t\n- Note: This sheet automatically calculates that for you and adjusts those values.\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
+ "current-hit-points-reeling-description": "- Halve Move and Dodge (round up) (B419) - These effects are cumulative with FP loss. See GURPS FAQ: 3.4.5.7 - Note: This sheet automatically calculates that for you and adjusts those values.",
"current-hit-points-collapse": "Verge of Collapse",
- "current-hit-points-collaps-description": "\n- Roll every turn @{VS} HT or fall unconscious. \n- Your HT roll is at -1 for every 1xHP you are below 0. \n- If you do nothing, and don't defend, you don't have to roll.\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
+ "current-hit-points-collaps-description": "- Roll every turn @{VS} HT or fall unconscious. - Your HT roll is at -1 for every 1xHP you are below 0. - If you do nothing, and don't defend, you don't have to roll.",
"current-hit-points-verge-of-death": "Verge of Death",
- "current-hit-points-verge-of-death-description": "\n- Roll once @{VS} HT to stay alive. \n- If you fail by 1 or 2 you are mortally wounded, but not dead. (B423) \n- Roll again every time you take injury that puts you below \nanother multiple of your max HP.\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
+ "current-hit-points-verge-of-death-description": "- Roll once @{VS} HT to stay alive. - If you fail by 1 or 2 you are mortally wounded, but not dead. (B423) - Roll again every time you take injury that puts you below another multiple of your max HP.",
"current-hit-points-death": "Death",
"current-hit-points-death-description": "- You are dead.",
"current-hit-points-total-destruction": "Total Destruction",
"current-hit-points-total-destruction-description": "- Your body has been destroyed beyond recognition or resurrection.",
- "hit-points-half-move-tooltip": "Move and Dodge is halved due to hit point loss. See B419.\n\t\t\t\t\t\t\t\t\t\t",
+ "hit-points-half-move-tooltip": "Move and Dodge is halved due to hit point loss. See B419.",
"hit-points-fatigue-quartered-move": "Move and Dodge is quartered due to hit point and fatigue loss. See B419.",
"abbreviation-maximum-fatigue-points": "Max FP",
- "maximum-fatigue-points-tooltip": "\n\tFatigue Points \n\tBased on Health \n\t3pts/level\n\t\t\t\t\t\t\t\t\t",
+ "maximum-fatigue-points-tooltip": "Fatigue Points Based on Health 3pts/level",
"abbreviation-current-fatigue-points": "Current FP",
- "current-fatigue-points-tool-tip": "\nCurrent Fatigue Points \nWhen your FP is low you take penalties. (B426)\n\t\t\t\t\t\t\t\t\t",
+ "current-fatigue-points-tool-tip": "Current Fatigue Points When your FP is low you take penalties. (B426)",
"fatigue-points-tired-label": "Tired: If your FP is less than",
- "fatigue-points-tired-description": "\n- Halve your Move, Dodge, and ST (round up) (B426) \n- These effects are cumulative with HP loss. See GURPS FAQ: 3.4.5.7 \n- Note: This sheet automatically calculates that for you and adjusts \nthose values – This does not affect ST-based quantities, \nsuch as HP and damage. (B426)\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
+ "fatigue-points-tired-description": "- Halve your Move, Dodge, and ST (round up) (B426) - These effects are cumulative with HP loss. See GURPS FAQ: 3.4.5.7 - Note: This sheet automatically calculates that for you and adjusts those values – This does not affect ST-based quantities, such as HP and damage. (B426)",
"verge-of-collapse-label": "Verge of Collapse",
- "verge-of-collapse-description": "\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t- If you suffer further fatigue, each FP you lose also causes 1 HP of injury. (B426) \n\t\t\t\t\t\t\t\t\t\t\t\t\t\t- Roll against Will to do anything besides rest or talk. \n\t\t\t\t\t\t\t\t\t\t\t\t\t\t- If you fail your Will roll, you fall unconscious. \n\t\t\t\t\t\t\t\t\t\t\t\t\t\t- On a critical failure, roll @{VS} HT or suffer a heart attack.\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
+ "verge-of-collapse-description": "- If you suffer further fatigue, each FP you lose also causes 1 HP of injury. (B426) - Roll against Will to do anything besides rest or talk. - If you fail your Will roll, you fall unconscious. - On a critical failure, roll @{VS} HT or suffer a heart attack.",
"unconscious-label": "Unconscious: When your FP is",
- "unconscious-description": "\n- Immediately fall unconscious \n- FP can't drop any lower, but you still lose HP. \n- You regain consciousness at 0 FP\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
+ "unconscious-description": "- Immediately fall unconscious - FP can't drop any lower, but you still lose HP. - You regain consciousness at 0 FP",
"abbreviation-move-strength": "MV/ST",
- "half-move-strength-tooltip": "\nMove, Dodge, and ST are halved due to fatigue loss. See B426. \nAffects ST roll and using weapons with minimum ST.\n\t\t\t\t\t\t\t\t\t\t",
- "half-strength-tooltip": "\nST is halved due to fatigue loss. See B426. \nAffects ST roll and using weapons with minimum ST.\n\t\t\t\t\t\t\t\t\t\t",
+ "half-move-strength-tooltip": "Move, Dodge, and ST are halved due to fatigue loss. See B426. Affects ST roll and using weapons with minimum ST.",
+ "half-strength-tooltip": "ST is halved due to fatigue loss. See B426. Affects ST roll and using weapons with minimum ST.",
"abbreviation-maximum-energy-reserve": "Max ER",
- "maximum-energy-reserve-tooltip": "\nEnergy Reserve \nSee Dungeon Fantasy 3, pg39 - Introduced \nSee Powers, pg119 – More detailed \n\t\t\t\t\t\t\t\t\t",
+ "maximum-energy-reserve-tooltip": "Energy Reserve See Dungeon Fantasy 3, pg39 - Introduced See Powers, pg119 – More detailed ",
"abbreviation-current-energy-reserve": "Current ER",
- "current-energy-reserve-tooltip": "\nCurrent Energy Reserve \nSee Dungeon Fantasy 3, pg39 - Introduced \nSee Powers, pg119 – More detailed\n\t\t\t\t\t\t\t\t\t",
+ "current-energy-reserve-tooltip": "Current Energy Reserve See Dungeon Fantasy 3, pg39 - Introduced See Powers, pg119 – More detailed",
"custom-pools-heading": "Custom Pools",
- "custom-pools-tooltip": "\nAdd additional energy pools. Enter a name of the pool, max number points, cost in character points, and the current points of pool. \nExamples include: \nRP (Radiation Threshold Points), see After the End 1, p24. (ST + HT)/2, round down. \nLFP (Long Term Fatigue Points), see After the End 1, p24.\n\t\t\t\t\t\t\t\t\t",
+ "custom-pools-tooltip": "Add additional energy pools. Enter a name of the pool, max number points, cost in character points, and the current points of pool. Examples include: RP (Radiation Threshold Points), see After the End 1, p24. (ST + HT)/2, round down. LFP (Long Term Fatigue Points), see After the End 1, p24.",
"custom-pool-current-points-label": "Current",
"lifting-moving-label": "Lifting & Moving",
"lifting-moving-tooltip": "For more information see B14.",
"weight-label": "Weight",
"simple-lift-label": "Simple Lift",
- "simple-lift-heading-tooltip": "\nThe weight the character can lift overhead \nwith one hand in one second.\n\t\t\t\t\t\t\t\t\t",
+ "simple-lift-heading-tooltip": "The weight the character can lift overhead with one hand in one second.",
"one-handed-lift-label": "One-Handed Lift",
- "one-handed-lift-tooltip": "\nThe weight the character can lift overhead \nwith one hand in two seconds.\n\t\t\t\t\t\t\t\t\t",
+ "one-handed-lift-tooltip": "The weight the character can lift overhead with one hand in two seconds.",
"two-handed-lift-label": "Two-Handed Lift",
- "two-handed-lift-tooltip": "\nThe weight the character can lift overhead \nwith both hands in four seconds.\n\t\t\t\t\t\t\t\t\t",
+ "two-handed-lift-tooltip": "The weight the character can lift overhead with both hands in four seconds.",
"shove-and-knock-over-label": "Shove & Knock Over",
- "shove-and-knock-over-tooltip": "\nThe weight of an object the character can \nshove and knock over.\n\t\t\t\t\t\t\t\t\t",
+ "shove-and-knock-over-tooltip": "The weight of an object the character can shove and knock over.",
"abbreviation-running-shove-knock-over": "Running Shove & KO",
- "running-shove-knock-over-tooltip": "\nThe weight of an object the character can \nshove and knock over with a running start.\n\t\t\t\t\t\t\t\t\t",
+ "running-shove-knock-over-tooltip": "The weight of an object the character can shove and knock over with a running start.",
"carry-on-back-label": "Carry On Back",
- "carry-on-back-tooltip": "\nThe weight the character can carry slung \nover his/her back.\n\t\t\t\t\t\t\t\t\t",
+ "carry-on-back-tooltip": "The weight the character can carry slung over his/her back.",
"shift-slightly-label": "Shift Slightly",
- "shift-slightly-tooltip": "\nThe weight of an object that the character \ncan shift slightly on a floor.\n\t\t\t\t\t\t\t\t\t",
+ "shift-slightly-tooltip": "The weight of an object that the character can shift slightly on a floor.",
"notes-label": "Notes",
"encumbrance-label": "Encumbrance",
"load-label": "Load",
@@ -545,23 +545,23 @@
"encumbrance-heavy-3-label": "Heavy (3)",
"encumbrance-extra-heavy-4-label": "X-Heavy (4)",
"encumbrance-maximum-load-label": "MAX Load*",
- "encumbrance-maximum-load-tooltip": "\nCarry on Back (B353) 15xBL. Thus, you can carry \nmore than you can lift by yourself . . . but \nevery second that your encumbrance is over 10xBL \n(that is Extra-Heavy encumbrance), you lose 1 FP. \n\t\t\t\t\t\t\t\t\t\t",
+ "encumbrance-maximum-load-tooltip": "Carry on Back (B353) 15xBL. Thus, you can carry more than you can lift by yourself . . . but every second that your encumbrance is over 10xBL (that is Extra-Heavy encumbrance), you lose 1 FP. ",
"current-label": "Current",
"turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers",
"movement-label": "Movement",
"turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.",
"abbreviation-start-velocity-label": "Start Vel.",
- "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn. \nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t",
+ "start-velocity-tooltip": "Enter velocity (yards/second) for current turn. Important: Be sure to check your max allowed velocity based on movement type.",
"change-in-velocity-label": "Change",
"change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.",
"abbreviation-final-velocity-label": "Final Vel.",
- "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration. \nThe final velocity is how you start the turn and is used to \ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t",
+ "final-velocity-tooltip": "Final velocity. Current Velocity - Deceleration. The final velocity is how you start the turn and is used to calculate the deceleration penalty, turn radius, and tight turn penalty.",
"abbreviation-deceleration-penalty-label": "Decel. Pen.",
- "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill. \nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7. \nCan safely decelerate up to base move, no roll needed. \nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic. \nApply the appropriate skill penalty from the input forms to the right. \nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed. \nNOTE: make an additional roll if you're also turning. \nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second. \nDriving Skill: 12, Handling: 0. \nTotal Deceleration = 16 - 6 = 10. \nCan safely decelerate to 16 - 3 (base move) = 13. \nPenalty = 13 - 6 (goal speed) / 2 = -3. \nMaking Driving Skill 12 - 3 to succeed. \nsee B395.\n\t\t\t\t\t\t\t\t\t\t",
+ "deceleration-penalty-tooltip": "Deceleration Skill penalty to DX roll or operation skill. Example: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7. Can safely decelerate up to base move, no roll needed. If over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic. Apply the appropriate skill penalty from the input forms to the right. How it works: -1 per two full yards/second beyond Basic Move by which you cut your speed. NOTE: make an additional roll if you're also turning. Example: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second. Driving Skill: 12, Handling: 0. Total Deceleration = 16 - 6 = 10. Can safely decelerate to 16 - 3 (base move) = 13. Penalty = 13 - 6 (goal speed) / 2 = -3. Making Driving Skill 12 - 3 to succeed. see B395.",
"turn-radius-label": "Turn Radius",
- "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change. \nTurn Radius = (Final Velocity / Base Move Score) rounded down. \nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3. \nSee B394.\n\t\t\t\t\t\t\t\t\t\t",
+ "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change. Turn Radius = (Final Velocity / Base Move Score) rounded down. Example: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3. See B394.",
"tight-turn-label": "Tight Turn",
- "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change. \n120° facing change instead of 60°. \nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move. \nSee B395.\n\t\t\t\t\t\t\t\t\t\t",
+ "tight-turn-tooltip": "Tight Turn Skill Penalty. Allows you to make an additional facing change. 120° facing change instead of 60°. Penalty = -1 per full increment of base move which your velocity exceeds your Basic Move. See B395.",
"option-select": "--Select--",
"option-ground": "Ground",
"option-air": "Air",
@@ -569,45 +569,45 @@
"movement-feats-label": "Movement Feats",
"flying-label": "Flying",
"flight-label": "Flight",
- "flight-tooltip": "\nCheck the box to add Flight (B56) to the character. \nThis will update the Air movement column for the encumbrance table. \nUse the text box to enter the number of character points used for Flight\n\t\t\t\t\t\t\t\t\t\t",
+ "flight-tooltip": "Check the box to add Flight (B56) to the character. This will update the Air movement column for the encumbrance table. Use the text box to enter the number of character points used for Flight",
"abbreviation-air-move-label": "Air Mv",
- "air-move-tooltip": "\nBase Air Move = Basic Speed * 2 = \n2pts/level, you can use up and down arrows\n\t\t\t\t\t\t\t\t\t\t",
+ "air-move-tooltip": "Base Air Move = Basic Speed * 2 = 2pts/level, you can use up and down arrows",
"enhanced-air-move-tooltip": "Enhanced Air Move Modifier box: steps of .5, you can use up and down arrows. Points box: 10 points per half-level, you can use up and down arrows. Each level doubles top air move. Half-level is a multiple of 1.5. Level: ",
"swimming-label": "Swimming",
"abbreviation-amphibious-label": "Amphib",
- "amphibious-tooltip": "\nAmphibious: Check the box to apply Amphibious (B40) to character \nThis will update the swimming movement on the encumbrance table.\n\t\t\t\t\t\t\t\t\t\t",
+ "amphibious-tooltip": "Amphibious: Check the box to apply Amphibious (B40) to character This will update the swimming movement on the encumbrance table.",
"abbreviation-water-move-label": "Wtr Mv",
- "water-move-tooltip": "\nBasic Move = \nFormula = Basic Move / 5 or Basic Move if amphibious. \n5pts/level, you can use up and down arrows. \nNOTE: Max +2 water move if you have swimming skill.\n\t\t\t\t\t\t\t\t\t\t",
+ "water-move-tooltip": "Basic Move = Formula = Basic Move / 5 or Basic Move if amphibious. 5pts/level, you can use up and down arrows. NOTE: Max +2 water move if you have swimming skill.",
"enhanced-water-move-tooltip": "Enhanced Water Move Modifier box: steps of .5, you can use up and down arrows. Points box: 10 points per half-level, you can use up and down arrows. Each level doubles top water move. Half-level is a multiple of 1.5. Level: ",
"jumping-label": "Jumping",
"skill-label": "Skill",
"select-skill-tooltip": "Select Skill or Attribute",
- "jump-skill-tooltip": "\nJump Skill: If entered, automatically calculates using Jump Skill/2 (rounded down)\ninstead of Basic Move to calculate jumping distances. B352\n\t\t\t\t\t\t\t\t\t\t",
+ "jump-skill-tooltip": "Jump Skill: If entered, automatically calculates using Jump Skill/2 (rounded down)instead of Basic Move to calculate jumping distances. B352",
"gravity-label": "Gravity",
"jump-gravity-tooltip": "Affects jumping distance. See B350.",
"abbreviation-use-strength": "Use ST",
- "jumping-use-strength-tooltip": "\nCheck this box if using this Optional Rule B352. \nIf Basic Lift () \n> body weight, use ST/4 instead of Move or Jump skill.\n\t\t\t\t\t\t\t\t\t\t",
+ "jumping-use-strength-tooltip": "Check this box if using this Optional Rule B352. If Basic Lift () > body weight, use ST/4 instead of Move or Jump skill.",
"super-label": "Super",
- "super-jump-tooltip": "\nSuper Jump: use this if you have the Super Jump as an Advantage. B89 \n1st column will show your modifier based on the entries for the 2nd and 3rd columns. \n2nd column is the Modifier box: steps of 1, you can use the up and down arrows to change the value. \n3rd column is the Points box: 10points per level, you can use the up and down arrows to change the value. Each level doubles the jump distance.\n\t\t\t\t\t\t\t\t\t\t",
+ "super-jump-tooltip": "Super Jump: use this if you have the Super Jump as an Advantage. B89 1st column will show your modifier based on the entries for the 2nd and 3rd columns. 2nd column is the Modifier box: steps of 1, you can use the up and down arrows to change the value. 3rd column is the Points box: 10points per level, you can use the up and down arrows to change the value. Each level doubles the jump distance.",
"abbreviation-encumbrance-label": "Enc",
- "jump-encumbrance-penalty-tooltip": "\nApply encumbrance penalty. See B352 \n1 for None, 0.8 for Light, 0.6 for Medium, 0.4 for Heavy, and 0.2 for Extra-Heavy.\n\t\t\t\t\t\t\t\t\t\t",
+ "jump-encumbrance-penalty-tooltip": "Apply encumbrance penalty. See B352 1 for None, 0.8 for Light, 0.6 for Medium, 0.4 for Heavy, and 0.2 for Extra-Heavy.",
"abbreviation-preparation": "Prep",
- "jump-preparation-tooltip": "\nCheck this box if you took 2 consecutive Concentration maneuvers to prepare. \nLeave unchecked otherwise, in which case you will halve all jump distances. B352\n\t\t\t\t\t\t\t\t\t\t",
+ "jump-preparation-tooltip": "Check this box if you took 2 consecutive Concentration maneuvers to prepare. Leave unchecked otherwise, in which case you will halve all jump distances. B352",
"feet-measurement-label": "feet",
"yards-measurement-label": "yards",
"standing-broad-jump-label": "Broad",
- "standing-broad-jump-tooltip": "\nStanding Broad Jump Distance. B352 \n1st column will either show be (2 x Stat to use) – 3 feet or your Jump Skill/2 (rounded down). \n2nd column shows you how many feet you may jump. \n3rd column shows you how many yards you jump. \nFormula = (2 x Stat To use) - 3 feet \nStat to use: \n\t\t\t\t\t\t\t\t\t\t",
+ "standing-broad-jump-tooltip": "Standing Broad Jump Distance. B352 1st column will either show be (2 x Stat to use) – 3 feet or your Jump Skill/2 (rounded down). 2nd column shows you how many feet you may jump. 3rd column shows you how many yards you jump. Formula = (2 x Stat To use) - 3 feet Stat to use: ",
"running-broad-jump-label": "Run",
"running-broad-jump-tooltip": "Running Broad Jump Distance, under Broad Jump decryption. B352 1st column entery how may yards you ran this turn. 2nd column shows you how many feet you may jump. 3rd column shows you how many yard you jump. Formula = (2 x Stat To use) - 3 feet Stat to use: Max running broad jump distance is twice standing broad jump distance.",
"high-jump-label": "High",
- "high-jump-tooltip": "\nHigh Jump Distance. B352 \n1st column will either be (6 x Stat to use) – 10 inches or your Jump Skill/2 (rounded down). \n2nd column shows you how many feet you may jump. \n3rd column shows you how many yard you jump. \nFormula = (6 x Stat To use) - 10 inches \nStat to use: \n\t\t\t\t\t\t\t\t\t\t",
+ "high-jump-tooltip": "High Jump Distance. B352 1st column will either be (6 x Stat to use) – 10 inches or your Jump Skill/2 (rounded down). 2nd column shows you how many feet you may jump. 3rd column shows you how many yard you jump. Formula = (6 x Stat To use) - 10 inches Stat to use: ",
"run-high-jump-label": "Run",
- "running-high-jump-tooltip": "\nRunning High Jump Distance, under High Jump. B352. \n1st column enter in your (6 x Stat To use) plus how may yards you ran this turn. \n2nd column shows how many feet you may jump straight up. \n3rd column shows how many yards you jump straight up. \nFormula = (6 x Stat To use) - 10 inches \nStat to use: \nMax running high jump distance is twice standing high jump distance.\n\t\t\t\t\t\t\t\t\t\t",
+ "running-high-jump-tooltip": "Running High Jump Distance, under High Jump. B352. 1st column enter in your (6 x Stat To use) plus how may yards you ran this turn. 2nd column shows how many feet you may jump straight up. 3rd column shows how many yards you jump straight up. Formula = (6 x Stat To use) - 10 inches Stat to use: Max running high jump distance is twice standing high jump distance.",
"abbreviation-jump-move-label": "JMP MV",
- "jump-move-tooltip": "\nJump move. This is actually the ‘Super Jump’ value for that Advantage. See B89 \nGreater of Broad Jump Yards / 5 OR Normal Ground Move. \n\t\t\t\t\t\t\t\t\t\t",
+ "jump-move-tooltip": "Jump move. This is actually the ‘Super Jump’ value for that Advantage. See B89 Greater of Broad Jump Yards / 5 OR Normal Ground Move. ",
"abbreviation-point-summary-label": "Point Sum",
- "point-summary-tooltip": "\nTotal: Manual input: Represents total value of the \nPC in Character Points (spent & unspent combined). \nSpent: Automatic total of Spent points: \nAttributes + Traits + Skills + Other. \nUnspent: Has the option of being Manual or \nAutomatic, depending on an option selected on the \nSettings page entitled ‘Enter Unspent Points’. \nManual Mode (Blue color): You manually enter your \nUnspent points. \nAutomatic mode (Black color): It calculates the \npoint total difference between Total and Spent.\n\t\t\t\t\t\t",
- "point-total-tooltip": "\nTotal: Manual input: Represents total value of the \nPC in Character Points (spent and unspent combined).\n\t\t\t\t\t\t\t",
+ "point-summary-tooltip": "Total: Manual input: Represents total value of the PC in Character Points (spent & unspent combined). Spent: Automatic total of Spent points: Attributes + Traits + Skills + Other. Unspent: Has the option of being Manual or Automatic, depending on an option selected on the Settings page entitled ‘Enter Unspent Points’. Manual Mode (Blue color): You manually enter your Unspent points. Automatic mode (Black color): It calculates the point total difference between Total and Spent.",
+ "point-total-tooltip": "Total: Manual input: Represents total value of the PC in Character Points (spent and unspent combined).",
"spent-label": "Spent",
"unspent-label": "Unspent",
"gca-format-label": "GCA4 Format",
@@ -628,7 +628,7 @@
"gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values: Tech Level, Advantages, and Racial traits.",
"gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values: Languages, Tech Level, Cultural Familiarities, Advantages, and Perks.",
"detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values: Languages, Tech Level, Cultural Familiarities, and Advantages.",
- "perks-label": "Προνόμια",
+ "perks-label": "Perks",
"abbreviation-disadvantages-label": "Disadv.",
"point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.",
"point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value. Language points with a negative value are NOT included.",
@@ -664,12 +664,12 @@
"abbreviation-level-label": "LVL",
"trait-level-tooltip": "Level of the trait.",
"abbreviation-frequency-of-appearance-label": "FOA",
- "frequency-of-appearance-tooltip": "\nFrequency of Appearance \n
\n\t\n\t\t
15 or less>
\n\t\t
12 or less>
\n\t\t
9 or less>
\n\t\t
6 or less>
\n\t
\n
\n\t\t\t\t\t\t\t",
+ "frequency-of-appearance-tooltip": "Frequency of Appearance
15 or less>
12 or less>
9 or less>
6 or less>
",
"abbreviation-book-reference-label": "Ref",
"book-reference-tooltip": "Reference to book and page numbers. Examples: B238 = GURPS Basic, Page 238 PU2:126 = Power-Ups 2. Page 126",
"show-notes-below-label": "Show notes below in roll template",
"abbreviation-self-control-number-label": "SCN",
- "self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
+ "self-control-number-tooltip": "Self-control Number OR Frequency of Appearance
15 or less
12 or less
9 or less
6 or less
",
"disadvantages-label": "Disadvantages",
"racial-traits-label": "Racial Traits",
"templates-label": "Templates",
@@ -723,15 +723,15 @@
"family-label": "Family",
"background-history-label": "Background History & Notes",
"training-label": "Training",
- "training-tooltip": "\nTraining rules can be found at ‘Improvement \nThrough Study’ B292. \nAdvanced rules can be found in Social \nEngineering: Back to School.\n\t\t\t\t\t\t\t",
+ "training-tooltip": "Training rules can be found at ‘Improvement Through Study’ B292. Advanced rules can be found in Social Engineering: Back to School.",
"abbreviation-technology-level-label": "TL",
- "skill-level-label": "Επίπεδο",
+ "skill-level-label": "Level",
"abbreviation-attribute-label": "Attr",
"skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.",
"abbreviation-difficulty-label": "Diff",
"skill-difficulty-tooltip": "Difficulty of Skill WC = Wildcard Skill. (B175)",
- "skill-modifier-tooltip": "\nModifier applied to skill level. \nCan be a positive or a negative number. \nExamples include a bonus from a Talent, \ndefault from another Skill or Technique, \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t",
- "modifier-label": "Modifier:$[[3]] ",
+ "skill-modifier-tooltip": "Modifier applied to skill level. Can be a positive or a negative number. Examples include a bonus from a Talent, default from another Skill or Technique, a piece of equipment, or a Perk.",
+ "modifier-label": "Modifier:",
"my-modifier-label": "My Mod",
"my-modifier-tooltip": "Value entered in pop-up box.",
"roll-modifier-tooltip": "From tools/range calculator.",
@@ -760,10 +760,10 @@
"inventory-indent-tooltip": "Select the indent level of the inventory item. This is handy to help show the item belongs to a parent item.",
"abbrevation-miscellaneous-label": "Misc:",
"reason-for-modifier-label": "Reason for MOD (Modifier):",
- "reason-for-modifiers-skills-tooltip": "\nExamples: \n+1 from Talent... \n+1 from Default Skill... \n+1 from Enchanted Item with...\n\t\t\t\t\t\t\t\t\t",
+ "reason-for-modifiers-skills-tooltip": "Examples: +1 from Talent... +1 from Default Skill... +1 from Enchanted Item with...",
"show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"show-skill-conditional-below-label": "Show Skill Conditionals notes",
- "custom-success-fail-notes-tooltip": "\n\t\t\t\t\t\t\t\t\tSuccess, critical success, fail, and critical fail \n\t\t\t\t\t\t\t\t\tnotes will be added to roll results. \n\t\t\t\t\t\t\t\t\tYou can add macros to these notes. \n\t\t\t\t\t\t\t\t\tThe width of these note boxes are set to help you \n\t\t\t\t\t\t\t\t\tvisualize what it will look like in chat.\n\t\t\t\t\t\t\t\t",
+ "custom-success-fail-notes-tooltip": "Success, critical success, fail, and critical fail notes will be added to roll results. You can add macros to these notes. The width of these note boxes are set to help you visualize what it will look like in chat.",
"success-note-label": "Success Note:",
"critical-success-note-label": "Critical Success Note:",
"fail-note-label": "Fail Note:",
@@ -773,7 +773,7 @@
"miss-note-label": "Miss Note:",
"critical-miss-note-label": "Critical Miss Note:",
"techniques-legacy-label": "TECHNIQUES (LEGACY).",
- "techniques-legacy-tooltip": "\nNew Optional Feature Available. \nA revised techniques table is available by setting the options on the character sheet. \nThis revised techniques is not final, we'll make adjustments based upon feedback. \nNew Legacy and Revised Technique Tables. Options to show/hide the Legacy \nTechniques table and the new Revised Techniques table. \nShow both tables if you want to transfer your current techniques to the new table. \nIf old technique table has no rows, then hide old table, show new table. \n\t\t\t\t\t\t\t",
+ "techniques-legacy-tooltip": "New Optional Feature Available. A revised techniques table is available by setting the options on the character sheet. This revised techniques is not final, we'll make adjustments based upon feedback. New Legacy and Revised Technique Tables. Options to show/hide the Legacy Techniques table and the new Revised Techniques table. Show both tables if you want to transfer your current techniques to the new table. If old technique table has no rows, then hide old table, show new table. ",
"parent-label": "Parent",
"parent-id-label": "Parent ID",
"inventory-parent-id-tooltip": "If you enter a Row ID of an inventory item, you will create a parent/child relationship. When you change the ON checkbox for the parent, the child will be updated at the same time. Example: You have a backpack, and its Row ID is -mtz5wtyl7cnlrk17p82. You also have a rope in your inventory. You can set the location field to -mtz5wtyl7cnlrk17p82. That means the rope is now a child of the backpack. If you uncheck the ON checkbox for the backpack, the rope's ON checkbox will also become unchecked. Note: If you expand the notes, you can select the indent level, this will help show an item is a child of another item In the example above, you can set the rope with indent level = 1, the name field for rope will be indented one step. If you move the rope directly below the backpack, it will help show the rope is a child of the backpack.",
@@ -782,14 +782,14 @@
"cost-label": "Cost",
"techniques-revised-label": "Techniques (Revised)",
"techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.",
- "base-level-label": "Βασικό",
- "base-skill-level-tooltip": "\nBase skill level of technique, usually \nbased on Parent Skill. \nsee Techniques B229\n\t\t\t\t\t\t\t",
+ "base-level-label": "Base",
+ "base-skill-level-tooltip": "Base skill level of technique, usually based on Parent Skill. see Techniques B229",
"abbreviation-default-label": "DFLT",
- "techniques-revised-default-tooltip": "\nDefault modifier to apply to the base skill. \nFor example, Kicking is -2 from Brawling or Karate Skill. \nEnter 0 if there is no modifier. \nsee Techniques B229\n\t\t\t\t\t\t\t",
- "techniques-revised-maximum-modifier-tooltip": "\nMaximum modifier allowed for the technique. \nThis is relative to the parent skill. \nFor example, Kicking cannot exceed Brawling + 0 \nor Karate + 0. \nsee Techniques B229\n\t\t\t\t\t\t\t",
- "technique-difficulty-tooltip": "\nDifficulty of technique. \nFeats with severe consequences on a failure \nor allow only one attempt are Hard. \nsee Techniques B229\n\t\t\t\t\t\t\t",
+ "techniques-revised-default-tooltip": "Default modifier to apply to the base skill. For example, Kicking is -2 from Brawling or Karate Skill. Enter 0 if there is no modifier. see Techniques B229",
+ "techniques-revised-maximum-modifier-tooltip": "Maximum modifier allowed for the technique. This is relative to the parent skill. For example, Kicking cannot exceed Brawling + 0 or Karate + 0. see Techniques B229",
+ "technique-difficulty-tooltip": "Difficulty of technique. Feats with severe consequences on a failure or allow only one attempt are Hard. see Techniques B229",
"option-hard": "Hard",
- "row-id-repeating-tooltip": "\nThe row id can be used with macros. \nExample field name: repeating_techniquesrevised_[the row id]_level \nThis example would represent the skill level on that row.\n\t\t\t\t\t\t\t\t\t",
+ "row-id-repeating-tooltip": "The row id can be used with macros. Example field name: repeating_techniquesrevised_[the row id]_level This example would represent the skill level on that row.",
"link-label": "Link:",
"link-to-row-id-tooltip": "Link this row to another row item.",
"option-skill": "Skill",
@@ -850,19 +850,19 @@
"hitlocation-disabled-tooltip": "Disabled/Crippled Threshold. If a single injury meets or exceeds this value, the extremity or structure is disabled. NOTE: In most cases, if disabled/crippled in one injury, the excess damage is lost, except where noted, such as the eyes. Dismemberment: If injury is twice the threshold, then extremity is destroyed. Cutting or Explosion will sever the limb. See B421",
"wounds-label": "Wounds",
"hitlocation-wounds-tooltip": "Enter individual wounds here, if limb is crippled, bleeding, etc. Example: -6 pi (major wound), -2 burn.",
- "hit-location-tooltip": "\nBasic Table B552. \nOptinal: Rules \nNew Hit Locations \nLT100-103, MA137\n\t\t\t\t\t\t\t",
+ "hit-location-tooltip": "Basic Table B552. Optinal: Rules New Hit Locations LT100-103, MA137",
"where-label": "Where",
"penalty-label": "Pen",
- "hit-location-penalty-tooltip": "\nThis is the Penalty \napplied to attack the \nspecific location.\n\t\t\t\t\t\t\t",
+ "hit-location-penalty-tooltip": "This is the Penalty applied to attack the specific location.",
"abbreviation-damage-resistance-label": "DR",
- "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except \nthis specific Type of attack. \nExample: Enter as 3/2cr* means DR3 vs all attacks \nexcept cr which uses DR2. * means it is Flexible \narmor (B379). \nHigh-Tech and Ultra-Tech #/# usually mean against \nthese Type Attacks / All other Attack Types. \nExample: Enter as 5imp, cr /2 means DR5 vs imp and \ncr type of attacks and DR2 against all other types \nof attacks.\n\t\t\t\t\t\t\t",
+ "damage-resistance-tooltip": "Low-Tech #/# usually means All Attack Types / Except this specific Type of attack. Example: Enter as 3/2cr* means DR3 vs all attacks except cr which uses DR2. * means it is Flexible armor (B379). High-Tech and Ultra-Tech #/# usually mean against these Type Attacks / All other Attack Types. Example: Enter as 5imp, cr /2 means DR5 vs imp and cr type of attacks and DR2 against all other types of attacks.",
"user-created-label": "User Created",
"active-defenses-label": "Active Defenses",
"active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.",
"rules-as-written-label": "Rules As Written",
- "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes \nfor that active defense. \nParry, Block, and Block have default notes that can be \nchanged on the options page. \nNOTE Changing the Type will clear any previous notes \nyou entered.\n\t\t\t\t\t\t\t",
+ "active-defense-type-tooltip": "Changing the Type will also update success/fail notes for that active defense. Parry, Block, and Block have default notes that can be changed on the options page. NOTE Changing the Type will clear any previous notes you entered.",
"abbreviation-information-label": "Info",
- "active-defense-information-tooltip": "\nF: this is a fencing weapon. \nU: the weapon is unbalanced. You cannot use it to \nparry if you've already attacked with it this turn \n(and vice versa).\n\t\t\t\t\t\t\t",
+ "active-defense-information-tooltip": "F: this is a fencing weapon. U: the weapon is unbalanced. You cannot use it to parry if you've already attacked with it this turn (and vice versa).",
"base-defense-skill-tooltip": "Base defense skill.",
"defense-modifiers-tooltip": "Modifiers to the defense skill.",
"apply-encumbrance-dodge-note-tooltip": "NOTE: The predefined dodges already of encumbrance applied!",
@@ -872,7 +872,7 @@
"custom-notes-label": "Custom Notes:",
"custom-notes-active-defense-tooltip": "Add custom notes for this active defense.",
"dodge-retreat-versus-melee-label": "Dodge and Retreat (vs. Melee Attacks Only)",
- "dodge-retreat-versus-melee-tooltip": "\nAgainst a Melee Attack ONLY. (B377). It cannot be used against Ranged Attacks. \nOptional Rules for Retreat can be found in MA123.\n\t\t\t\t\t\t\t\t",
+ "dodge-retreat-versus-melee-tooltip": "Against a Melee Attack ONLY. (B377). It cannot be used against Ranged Attacks. Optional Rules for Retreat can be found in MA123.",
"dodge-drop-ranged-label": "Dodge and Drop (vs. Ranged Attacks only)",
"dodge-drop-ranged-tooltip": "Dodge and Drop - Also for 'Sacrificial Dodge and Drop'. It is similar to 'Dodge and Retreat' but only for Ranged Attacks (B377). Can also be used for 'Dodge for Cover' vs. the area of effect of an Explosion, Cone, or Area-Effect Attacks (B377).",
"knockback-save-label": "Knockback save vs crushing or cutting attacks",
@@ -908,7 +908,7 @@
"talent-level-tooltip": "For use with Power Dodge, Power Parry, and Power Blocks formulas. See P167",
"formula-level-label": "Formula Level:",
"abbreviation-information-notes": "INFO Notes",
- "fencing-unbalanced-tooltip": "\nIf you enter F or U under the INFO column, the notes \nbelow will be replaced with appropriate notes. \nAny other value, and the text box will get cleared out. \n\t\t\t\t\t\t\t\t\t\t",
+ "fencing-unbalanced-tooltip": "If you enter F or U under the INFO column, the notes below will be replaced with appropriate notes. Any other value, and the text box will get cleared out. ",
"apply-combat-reflexes-label": "Apply Combat Reflexes",
"combat-reflexes-label": "Combat Reflexes:",
"apply-combat-reflexes-tooltip": "Quickly add +1 Dodge modifier and +2 Fright modifier on the General page. (B43). This will also check the Combat Reflexes boxes for the custom Active Defenses, which will apply a bonus to the final Defensive Skill Level. Note: On older sheets, you may have to uncheck/check in order to apply combat reflexes to all active defenses.",
@@ -917,7 +917,7 @@
"show-defense-bonus-label": "Show DB Notes",
"show-defense-bonus-tooltip": "Show Defense Bonus Notes in roll results.",
"defense-bonus-notes-label": "Defense Bonus (DB) Notes",
- "defense-bonus-notes-tooltip": "\nExamples: \n+2 DB for Torso (Front Only), Skull, Neck, Hands, Head (1/6 Face), and Feet. Armor Enchantment: Deflect. \n+1 DB SHIELD SIDE (Left): from Small Shield. \n+1 DB for Rear only - (All but head unless hood is up). From Heavy Cloak.\n\t\t\t\t\t\t\t",
+ "defense-bonus-notes-tooltip": "Examples: +2 DB for Torso (Front Only), Skull, Neck, Hands, Head (1/6 Face), and Feet. Armor Enchantment: Deflect. +1 DB SHIELD SIDE (Left): from Small Shield. +1 DB for Rear only - (All but head unless hood is up). From Heavy Cloak.",
"select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results. Note This option is most useful when writing your own Roll20 API code.",
"target-token-tooltip": "Click the button to turn on target a token before the skill roll. The token name will appear in the results.",
"melee-attacks-label": "Melee Attacks",
@@ -927,7 +927,7 @@
"melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after the damage - eg. (2) - is an armor divisor. Enter this number in the Damage Notes as AD(#) or as Armor Divisor(#). ex: indicates the attack causes an explosion. See B269. Enter in the Damage Notes Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.",
"damage-type-tooltip": "
Abbr
Name
aff
Affliction
burn
Burning
cor
Corrosion
cr
Crushing
cut
Cutting
fat
Fatigue
imp
Impaling
pi-
Small Piercing
pi
Piercing
pi+
Large Piercing
pi++
Huge Piercing
spec
Special
tox
Toxic
",
"reach-label": "Reach",
- "melee-reach-tooltip": "\nThe distance in yards that the weapon can reach. \nC: this weapon can be used in close combat. \n*: the weapon is awkward, and requires a Ready \nmaneuver to switch between different reaches.\n\t\t\t\t\t\t\t",
+ "melee-reach-tooltip": "The distance in yards that the weapon can reach. C: this weapon can be used in close combat. *: the weapon is awkward, and requires a Ready maneuver to switch between different reaches.",
"abbreviation-option-affliction": "aff",
"abbreviation-option-burning": "burn",
"abbreviation-option-corrosion": "cor",
@@ -972,10 +972,10 @@
"abbreviation-range-label": "RNG",
"range-tooltip": "Range. See B269.",
"shots-label": "Shots",
- "shots-tooltip": "\nThe number of shots that can be fired before the \nweapon must be reloaded. \nThe parenthetical number indicates the number of 1 \nsecond ready maneuvers required to reload the \nweapon. \nT: the weapon is thrown. To \"reload\" it, pick it up. \ni: you must load the shots individually. the listed \ntime is for each shot.\n\t\t\t\t\t\t\t",
- "bulk-tooltip": "\nMove and Attack: If you are making a ranged attack, \nyou have a penalty of -2 or the weapon’s Bulk rating, \nwhichever is worse (B365, B469, B548). \nClose Combat: If using a ranged weapon, ignore the usual \nspeed/range penalty and apply the weapon’s Bulk \nstatistic as a penalty to hit. B391 \nIt also serves as a penalty to Holdout skill when you \nattempt to conceal the weapon. B370 \n\t\t\t\t\t\t\t",
+ "shots-tooltip": "The number of shots that can be fired before the weapon must be reloaded. The parenthetical number indicates the number of 1 second ready maneuvers required to reload the weapon. T: the weapon is thrown. To \"reload\" it, pick it up. i: you must load the shots individually. the listed time is for each shot.",
+ "bulk-tooltip": "Move and Attack: If you are making a ranged attack, you have a penalty of -2 or the weapon’s Bulk rating, whichever is worse (B365, B469, B548). Close Combat: If using a ranged weapon, ignore the usual speed/range penalty and apply the weapon’s Bulk statistic as a penalty to hit. B391 It also serves as a penalty to Holdout skill when you attempt to conceal the weapon. B370 ",
"abbreviation-recoil-label": "RCL",
- "recoil-tooltip": "\nWhen firing at RoF 2+, every full multiple of Rcl \nby which you make your attack roll means you score \none extra hit, to a maximum number of hits equal \nto total shots fired. See page 373.\n\t\t\t\t\t\t\t",
+ "recoil-tooltip": "When firing at RoF 2+, every full multiple of Rcl by which you make your attack roll means you score one extra hit, to a maximum number of hits equal to total shots fired. See page 373.",
"malfunction-label": "Malfunction",
"malfunction-tooltip": "Malfunction is an Optional Rule. B278, B279, B382, tables B407 & HT179, with more detailed info HT79-81. If the option Use Malfunction is checked [see Sheet Options page], and if the # entered here is greater than 0, then the roll result will check for weapon malfunction. Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place. See Critical Misses B382.",
"verify-label": "Verify",
@@ -986,18 +986,18 @@
"ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat. Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.",
"ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat. Hint: Enter inline rolls for additional results. Example: Does an additional [[1d6]] fire damage.",
"abbreviation-thrown-pounds-label": "Thrown ()",
- "thrown-strength-tooltip": "\nBased on Striking ST \nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t",
+ "thrown-strength-tooltip": "Based on Striking ST Note: future versions will add ability to choose ST source or enter ST.",
"thrown-strength-modifier-tooltip": "Strength Modifier to distance only Throwing or Throwing Art at DX Level = +1 ST Throwing or Throwing Art at DX+1 Level = +2 ST",
- "thrown-super-tooltip": "\nSuper Throw Level \nEach level of Super Throw, double range. \nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t",
+ "thrown-super-tooltip": "Super Throw Level Each level of Super Throw, double range. Each level of Super Throw increases damage by +2 per die.",
"thrown-damage-tooltip": "Final damage based on ST, super throw, and damage modifier.",
"thrown-damage-modifier-tooltip": "Bonus or penalty per die Throwing Art at DX Level = +1 per die Throwing Art at DX+1 Level = +2 per die",
"abbreviation-gravity-label": "GRAV",
"gravity-thrown-tooltip": "Gravity, affects throwing distance. See B350. ",
"throwing-range-tooltip": "See GURPS Campaigns Page 355 for formula",
- "range-calculator-label": "Range Calculator for Ranged Attacks only",
+ "range-calculator-label": "Range Calculator",
"range-label": "Range",
- "firing-up-down-range-tooltip": "\nDistance between shooter and target. \nSee B372-373\n\t\t\t\t\t\t\t",
- "firing-up-down-speed-tooltip": "\n(2 mph = 1 yard/second). \nIgnore if human like target moving 10 yards or less. \nSee B372-373\n\t\t\t\t\t\t\t",
+ "firing-up-down-range-tooltip": "Distance between shooter and target. See B372-373",
+ "firing-up-down-speed-tooltip": "(2 mph = 1 yard/second). Ignore if human like target moving 10 yards or less. See B372-373",
"abbreviation-elevation-label": "Elev",
"abbreviation-effective-label": "EFF",
"effective-speed-range-tooltip": "Effective speed/range based on range, speed, and elevation.",
@@ -1006,13 +1006,13 @@
"apply-firing-tooltip": "Apply this modifier to the ranged Modifier box and Roll Modifiers tool.",
"close-range-shotgun-label": "Close Range Shotgun Damage Tool",
"shotgun-half-damage-tooltip": "Enter half-damage range of shotgun.",
- "close-label": "Κλείσιμο",
+ "close-label": "Close",
"shotgun-close-range-tooltip": "Close range.",
"shotgun-new-rate-of-fire-tooltip": "New Rate of Fire",
"shotgun-new-damage-tooltip": "New Damage",
"abbreviation-damage-resistance-multiplier-label": "DR Mult.",
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
- "shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
+ "shotgun-notes-description": "Enter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how close you need to be with the shotgun, the RoF, close range damage, and DR multiplier.For more information, see B409.",
"falling-collision-label": "Falling and Collision",
"slam-attack-label": "Slam Attack",
"slam-attack-notes": "Foe may block, dodge, or parry (but your body counts as a heavy weapon; see Parrying Heavy Weapons B376). If your foe dodges, you must move at least two yards past him if you have enough movement. If you would hit someone else, see Hitting the Wrong Target (B389).",
@@ -1052,33 +1052,33 @@
"demolition-select-tooltip": "Select an explosion type to use. This will populate Type and REF fields.",
"demolition-type-tooltip": "Type Refer to the REF table B415.",
"abbreviation-relative-explosive-force-label": "REF",
- "relative-explosive-force-tooltip": "\nRelative Explosive Force, equivalence in pounds of TNT. \nTNT = 1.0. See B415.\n\t\t\t\t\t\t\t",
+ "relative-explosive-force-tooltip": "Relative Explosive Force, equivalence in pounds of TNT. TNT = 1.0. See B415.",
"abbreviation-pounds-label": "lbs",
"demolition-pounds-tooltip": "Weight in required by its REF.",
"demolition-base-damage-tooltip": "Base damage role. Rules as written is 6d6.",
"abbreviation-multiplier-label": "Multi",
- "damage-multiplier-tooltip": "\nDamage Multiplier: Enter the number to multiply 6d6 by. \nAn explosion doing 6dxn damage takes (nxn)/4 pounds of TNT. \nNOTE: Anyone caught in a blast may attempt an active defense \nroll to dive for cover from the explosion’s collateral damage and \nfragmentation; see Dodge and Drop B377.\n\t\t\t\t\t\t\t",
- "abbreviation-radius-label": "Rads",
- "radius-collateral-damage-tooltip": "\nRadius of collateral damage. See B414 \nFor instance, if an explosion does 6dx2 damage, \neveryone within 24 yards is vulnerable. \n \nFor fragmentation damage, the radius is \n5 x dice of fragmentation damage.\n\t\t\t\t\t\t\t",
- "demolition-armor-devisor-tooltip": "\nDivisor. Amount to divide damage by based on \ndistance from blast. See B414 \nYou can enter: 3 (default), 2, or 1. \nDefault: Damage rolled / (3 x distance blast). \nDamage Modifiers Explosion, see B104. \nExp. +100% = Damage rolled / (2 x distance from blast). \nExp. +150% = Damage rolled / (1 x distance from blast). \n\t\t\t\t\t\t\t",
+ "damage-multiplier-tooltip": "Damage Multiplier: Enter the number to multiply 6d6 by. An explosion doing 6dxn damage takes (nxn)/4 pounds of TNT. NOTE: Anyone caught in a blast may attempt an active defense roll to dive for cover from the explosion’s collateral damage and fragmentation; see Dodge and Drop B377.",
+ "abbreviation-radius-label": "Rad",
+ "radius-collateral-damage-tooltip": "Radius of collateral damage. See B414 For instance, if an explosion does 6dx2 damage, everyone within 24 yards is vulnerable.
For fragmentation damage, the radius is 5 x dice of fragmentation damage.",
+ "demolition-armor-devisor-tooltip": "Divisor. Amount to divide damage by based on distance from blast. See B414 You can enter: 3 (default), 2, or 1. Default: Damage rolled / (3 x distance blast). Damage Modifiers Explosion, see B104. Exp. +100% = Damage rolled / (2 x distance from blast). Exp. +150% = Damage rolled / (1 x distance from blast). ",
"abbreviation-target-label": "TGT",
- "demolition-target-tooltip": "\nTarget's distance from center of blast. \nDamage / (3 x distance from blast). Round down. \nSee B414\n\t\t\t\t\t\t\t",
+ "demolition-target-tooltip": "Target's distance from center of blast. Damage / (3 x distance from blast). Round down. See B414",
"how-much-label": "How Much?",
- "demolition-how-much-tooltip": "\nDetermine how much explosive to use based on damage. TNT = 1.0 \nSee B415.\n\t\t\t\t\t\t\t\t",
+ "demolition-how-much-tooltip": "Determine how much explosive to use based on damage. TNT = 1.0 See B415.",
"how-big-label": "How Big?",
- "demolition-how-big-tooltip": "\nDetermine how big the explosion is based on weight. \nSee B415.\n\t\t\t\t\t\t\t\t",
+ "demolition-how-big-tooltip": "Determine how big the explosion is based on weight. See B415.",
"fragmentation-label": "Fragmentation",
- "fragmentation-damage-tooltip": "\nFragmentation damage. \nSee B415.\n\t\t\t\t\t\t\t\t",
- "fragmentation-skill-tooltip": "\nBase skill level for a fragmentation damage to hit a target. \nA hit is automatic if the explosive attack actually strikes the target. \nOnly three modifiers apply: the range modifier for the distance from the center \nof the blast to the target, the modifier for the target’s posture (prone, etc.), \nand the target’s Size Modifier. It is possible for several fragments to hit! For \nevery three points by which the attack roll succeeds, one additional fragment\n strikes the target.\n\t\t\t\t\t\t\t\t",
+ "fragmentation-damage-tooltip": "Fragmentation damage. See B415.",
+ "fragmentation-skill-tooltip": "Base skill level for a fragmentation damage to hit a target. A hit is automatic if the explosive attack actually strikes the target. Only three modifiers apply: the range modifier for the distance from the center of the blast to the target, the modifier for the target’s posture (prone, etc.), and the target’s Size Modifier. It is possible for several fragments to hit! For every three points by which the attack roll succeeds, one additional fragment strikes the target.",
"quick-inventory-label": "Quick Inventory",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
- "legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
+ "legality-class-tooltip": "Legality Class B267.",
"on-label": "On",
"inventory-carried-tooltip": "Carried Check this box if the item is being carried. This will also update the ON check state of any child inventory items. Note: This may affect your Encumbrance Levels which may also affect Move and Dodge scores.",
"gravity-tooltip": "Standard gravity is based on 1G, earth normal. If gravity is over 1G, then add your weight and encumberance then multiply by Gravity - 1. Add this value to your encumbrance. If gravity is less than 1G, multiply the weight of your gear by the Gravity value, this is your new encumbrance. See B350.",
"total-inventory-value-label": "Total Inventory Value:",
- "total-inventory-value-tooltip": "\n\t\t\t\t\t\t\t\tTotal monetary value of all items (carried or not).\n\t\t\t\t\t\t\t",
+ "total-inventory-value-tooltip": "Total monetary value of all items (carried or not).",
"total-inventory-weight-label": "Total Inventory Weight:",
"total-inventory-weight-tooltip": "Total weight of all items carried in .",
"grand-total-weight-label": "Grand Total Weight:",
@@ -1088,9 +1088,9 @@
"cencentration-penalty-label": "Concentration Penalty",
"spell-label": "Spell",
"spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.",
- "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t",
+ "spell-skill-level-tooltip": "Skill level with spell",
"spell-difficulty-tooltip": "Difficulty Level. Note:T/H stands for Technique/Hard, which is used by ritual magic spells. Suggestion: If using T/H set the points to zero, use mod to get the correct spell level, then place the actual spell on the Techniques table.",
- "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level. \n\t\t\t\t\t\t\t\tCan be a positive or a negative number. \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent, \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique, \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t",
+ "spell-skill-level-modifier-tooltip": "Modifier applied to skill level. Can be a positive or a negative number. Examples include a bonus from a Talent, default from another Skill or Technique, a piece of equipment, or a Perk.",
"points-tooltip": "Points",
"spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON skill penalty for each spell that is ON. See B238 or M10. Click one at a time, wait until each penalty is applied before clicking the next one.",
"abbreviation-concentration-label": "CT",
@@ -1098,15 +1098,15 @@
"abbreviation-resisted-by-label": "RESIST",
"spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.",
"duration-label": "Duration",
- "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t",
- "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t",
+ "spell-duration-tooltip": "Duration of Spell",
+ "spell-energy-cost-tooltip": "Energy cost for casting the spell.",
"time-label": "Time",
- "spell-casting-time-tooltip": "\n\t\t\t\t\t\t\t\tAmount of time to cast the spell.\n\t\t\t\t\t\t\t",
+ "spell-casting-time-tooltip": "Amount of time to cast the spell.",
"maintain-label": "Maintain",
- "spell-cost-to-maintain-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost to maintain the spell.\n\t\t\t\t\t\t\t",
+ "spell-cost-to-maintain-tooltip": "Energy cost to maintain the spell.",
"class-label": "Class",
- "spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
- "colleges-label": "College(s):",
+ "spell-class-tooltip": "Spell class; Area, Blocking, Information, Melee, Missile, Regular, Regular (Jet), Resisted, Special",
+ "colleges-label": "Primary College:",
"colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
@@ -1123,11 +1123,11 @@
"display-modifier-in-header-label": "Display Roll Modifier Options in Header",
"display-modifier-in-header-tooltip": "If checked, the options for No Modifier Prompt, Single Modifier Prompt and Extended Modifier Prompts will be displayed to the right of the character name above the tabs.",
"no-modifier-prompt-label": "No Modifier Prompt",
- "no-modifier-prompt-tooltip": "\n\t\t\t\t\t\t\tRolls will be made immediately with no prompt.\n\t\t\t\t\t\t",
+ "no-modifier-prompt-tooltip": "Rolls will be made immediately with no prompt.",
"single-modifier-prompt-label": "Single Modifier Prompt",
- "single-modifier-prompt-tooltip": "\n\t\t\t\t\t\t\tAsk for a bonus or penalty to be added to dice rolls. \n\t\t\t\t\t\t\tThis will not affect damage rolls.\n\t\t\t\t\t\t",
+ "single-modifier-prompt-tooltip": "Ask for a bonus or penalty to be added to dice rolls. This will not affect damage rolls.",
"extended-modifier-prompt-label": "Extended Modifier Prompts",
- "extended-modifier-prompt-tooltip": "\n\t\t\t\t\t\t\tInstead of a single modifier, rolls will ask for a series of modifiers, \n\t\t\t\t\t\t\tto remind you about potential bonuses/penalties. \n\t\t\t\t\t\t\tThis will not affect damage rolls.\n\t\t\t\t\t\t",
+ "extended-modifier-prompt-tooltip": "Instead of a single modifier, rolls will ask for a series of modifiers, to remind you about potential bonuses/penalties. This will not affect damage rolls.",
"skill-modifier-tools-label": "Skill Modifier Tools",
"use-skill-modifier-tool-label": "Use Skill Modifier Tool",
"use-skill-modifier-tool-tooltip": "Displays a modifier text box, a button to open a tool to modify effective skill, and to check off Max skill of 9.",
@@ -1141,10 +1141,10 @@
"display-in-header-tooltip": "If checked, the options for Public Rolls and Private Rolls will be displayed to the right of the character name above the tabs.",
"display-custom-in-header-label": "Display Custom Option in Header",
"display-custom-in-header-tooltip": "If checked, button name for Custom Rolls will be displayed to the right of the character name above the tabs.",
- "public-rolls-tooltip": "\n\t\t\t\t\t\t\tAll players will be able to see \n\t\t\t\t\t\t\tyour skill level, roll and results.\n\t\t\t\t\t\t",
+ "public-rolls-tooltip": "All players will be able to see your skill level, roll and results.",
"private-skill-levels-label": "Private Skill Levels deprecated",
- "private-skill-levels-tooltip": "\n\t\t\t\t\t\t\tOnly the GM will be able to see \n\t\t\t\t\t\t\tyour skill level, but all players \n\t\t\t\t\t\t\twill see the result. \n\t\t\t\t\t\t\tNOTE: This now behaves just like Private Rolls\n\t\t\t\t\t\t",
- "private-rolls-tooltip": "\n\t\t\t\t\t\t\tOnly the GM will see your skill \n\t\t\t\t\t\t\tlevel and the result.\n\t\t\t\t\t\t",
+ "private-skill-levels-tooltip": "Only the GM will be able to see your skill level, but all players will see the result. NOTE: This now behaves just like Private Rolls",
+ "private-rolls-tooltip": "Only the GM will see your skill level and the result.",
"custom-rolls-label": "Custom Rolls",
"custom-rolls-tooltip": "Use this option to use a custom macro with the Roll Template.
Important: When entering the macro, be sure to add a space character to the end!
Add a Button Label to display a button in the header.
For example, the Private Rolls option adds /w gm to the beginning of the roll, which means whisper to GM.
Another example is adding a blind roll option, where only the GM sees the roll. This example uses the Blind Roll API script, see https://app.roll20.net/forum/permalink/5064809/. Set Label = Blind Roll, set Macro = !broll",
"button-label": "Button Name",
@@ -1163,7 +1163,7 @@
"abbreviation-gurps-character-sheet-label": "GCS",
"gurps-character-sheet-tooltip": "GURPS Character Sheet.",
"detailed-label": "Detailed",
- "point-summary-detailed-tooltip": "\n\t\t\t\t\t\t\t\tCustom view displaying each section total. \n\t\t\t\t\t\t\t\tIncluding the deprecated Misc. Points box.\n\t\t\t\t\t\t\t",
+ "point-summary-detailed-tooltip": "Custom view displaying each section total. Including the deprecated Misc. Points box.",
"enter-unspent-points-label": "Enter Unspent Points",
"enter-unspent-points-tooltip": "Check if you would like to manually track your unspent points",
"add-to-combat-tracker-label": "Add to combat tracker",