Merge branch 'Roll20:master' into master

This commit is contained in:
merours
2023-05-01 11:01:36 +02:00
committed by GitHub
377 changed files with 90559 additions and 18657 deletions
+6 -6
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@@ -46,17 +46,17 @@
"HP": "PW",
"Recoveries": "Odzyskiwania",
"Recovery": "Powrót do zdrowia",
"Recovery Value": "Recovery Value",
"Recovery Value": "Punkty zdrowienia",
"Current": "Obecne",
"Max.": "Max.",
"Rec. Die": "Rec. Die",
"Temp.": "Tymcz.",
"Initiative": "Inicjatywa",
"One Unique Thing": "One Unique Thing",
"Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
"Describe your characters one unique thing ...": "Opisz jedną wyjątkową cechę swojej postaci",
"Class Features": "Zdolność klasowa",
"Talents": "Talenty",
"Powers & Spells": "Powers & Spells",
"Powers & Spells": "Moc & zaklęcia",
"Feats": "Atuty",
"At-Will": "At-Will",
"Battle uses left": "Battle uses left",
@@ -66,7 +66,7 @@
"Usage": "Użycie",
"Type": "Typ",
"Points": "Punkty",
"Icon Relationships": "Icon Relationships",
"Icon Relationships": "Ikona relacji",
"Icon": "Ikona",
"positive": "dodatnie",
"conflicted": "skonfliktowany",
@@ -84,8 +84,8 @@
"Qty": "Qty",
"Incremental Advances": "Incremental Advances",
"4th / 7th / 10th Level": "4th / 7th / 10th Level <br>(+1 to 3 abilities)",
"abilities": "abilities",
"Extra Magic Item": "Extra Magic Item",
"abilities": "umiejętności",
"Extra Magic Item": "Dodatkowy magiczny przedmiot",
"Ability Score Bonus": "Ability Score Bonus",
"Skills": "Skills",
"Power/Spell": "Power/Spell",
+37 -37
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@@ -3,7 +3,7 @@
"Race": "Razza",
"Class": "Classe",
"Level": "Livello",
"AbilityScores": "AbilityScores",
"AbilityScores": "Punteggi di Caratteristica",
"STR": "FOR",
"Strength": "Forza",
"CON": "IST",
@@ -16,32 +16,32 @@
"Wisdom": "Saggezza",
"CHA": "CAR",
"Charisma": "Carisma",
"Base": "Base",
"+Misc.": "+Misc.",
"+Item": "+Item",
"Base": "Base ",
"+Misc.": "+Vari",
"+Item": "+Oggetto",
"Mod": "Mod",
"Total": "Totale",
"Basic Melee Attack": "Basic Melee Attack",
"Basic Ranged Attack": "Basic Ranged Attack",
"Defenses": "Defenses",
"Basic Melee Attack": "Attacco Base da Mischia",
"Basic Ranged Attack": "Attacco Base a Distanza",
"Defenses": "Difese",
"Attack": "Attacco",
"Damage": "Danno",
"Miss": "Miss",
"Miss": "Fallimento",
"Ability": "Caratteristica",
"Misc.": "Misc.",
"Weapon": "Weapon",
"Item": "Item",
"On Miss": "On Miss",
"Weapon": "Arma",
"Item": "Oggetto",
"On Miss": "Su Fallimento",
"AC": "CA",
"PD": "PD",
"MD": "MD",
"Basic melee": "Basic melee",
"Basic ranged": "Basic ranged",
"Situational Attack Modifier": "Situational Attack Modifier",
"Damage on hit": "Damage on hit",
"Damage on miss": "Damage on miss",
"Escalation die value": "Escalation die value",
"Attack result": "Attack result",
"Basic melee": "Corpo a corpo Basico",
"Basic ranged": "A Distanza Basico",
"Situational Attack Modifier": "Modificatore di Attacco Situazionale ",
"Damage on hit": "Danni su colpo",
"Damage on miss": "Danni su fallimento",
"Escalation die value": "Valore d'Incremento del Dado",
"Attack result": "Risultato d'Attacco",
"Hit Points": "Punti Ferita",
"HP": "PF",
"Recoveries": "Recuperi",
@@ -62,34 +62,34 @@
"Battle uses left": "Usi di Battaglia Rimasti",
"Daily uses left": "Usi Giornalieri Rimasti",
"Show Description": "Mostra Descrizione",
"Show Macro": "Show Macro",
"Usage": "Usage",
"Show Macro": "Mostra Macro",
"Usage": "Uso",
"Type": "Tipo",
"Points": "Points",
"Icon Relationships": "Icon Relationships",
"Icon": "Icon",
"positive": "positive",
"conflicted": "conflicted",
"negative": "negative",
"Points": " Punti",
"Icon Relationships": "Relazioni Icona",
"Icon": "Icona",
"positive": "positivo",
"conflicted": "conflitto",
"negative": "negativo",
"Background": "Sfondo",
"Backgrounds": "Backgrounds",
"Backgrounds": "Sfondi",
"Roll": "Tiro",
"Attribute": "Attribute",
"Attribute": "Attributo",
"Check": "Prova",
"Description": "Description",
"Description": "Descrizione",
"Macro": "Macro",
"Magic Items": "Oggetti magici",
"Equipment": "Equipaggiamento",
"Coins": "Coins",
"Coins": "Monete",
"Qty": "Qt",
"Incremental Advances": "Incremental Advances",
"4th / 7th / 10th Level": "4th / 7th / 10th Level <br>(+1 to 3 abilities)",
"abilities": "abilities",
"Extra Magic Item": "Extra Magic Item",
"Ability Score Bonus": "Ability Score Bonus",
"Incremental Advances": "Progressi Incrementali",
"4th / 7th / 10th Level": "4° / 7° / 10° livello <br>(+1 a 3 abilità)",
"abilities": "abilità",
"Extra Magic Item": "Oggetto Magico Extra",
"Ability Score Bonus": "Bonus Punteggio Abilità",
"Skills": "Abilità",
"Power/Spell": "Power/Spell",
"Feat": "Feat"
"Power/Spell": "Potere/Incantesimo",
"Feat": "Talento"
}
+7 -7
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@@ -1,14 +1,14 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"disaster": "Désastre",
"gear": "Équipement & Améliorations",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"luck": "Chance",
"name": "Nom:",
"notes": "Notes",
"origin": "Origin:",
"origin": "Origine :",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"skills": "Compétences",
"specialty": "Specialté:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Succès",
+11 -11
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@@ -1,16 +1,16 @@
{
"disaster": "Disaster",
"disaster": "Disastro",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"hindrances": "Svantaggi",
"luck": "Fortuna",
"name": "Nome:",
"notes": "Appunti",
"origin": "Origine:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"skills": "Abilità",
"specialty": "Specialità:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
"sublogo": "RPG LO-FI SCI-FI",
"success": "Successo",
"special": "Speciale"
}
+7 -7
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@@ -389,13 +389,13 @@
"CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT": "Recuperi 4 punti stregoneria usati ogni volta che termini un riposo breve.",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS": "Punti stregoneria",
"CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT": "Puoi usare i tuoi punti stregoneria per ottenere slot incantesimi aggiuntivi o sacrificare slot incantesimo per ottenere punti stregoneria aggiuntivi.",
"CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS": "Eldritch Invocations",
"CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT": "In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.",
"CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER": "Eldritch Master",
"CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT": "You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.",
"CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM": "Mystic Arcanum",
"CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT": "Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.",
"CLASS_FEATURE_WARLOCK_PACT_BOON": "Pact Boon",
"CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS": "Suppliche Occulte",
"CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT": "Nei tuoi studi delle scienze occulte hai scoperto come usare alcune suppliche occulte, frammenti di conoscenze proibite che ti conferiscono persistenti doti magiche.\nConosci NUMBER_OF_INVOCATIONS_KNOWN suppliche occulte.\nInoltre, quando acquisisci un nuovo livello, puoi scegliere una delle suppliche che conosci e sostituirla con un'altra che puoi imparare a quel livello.",
"CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER": "Maestro dell'Occulto",
"CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT": "Puoi attingere alla tua riserva interiore di potere mistico mentre invochi il tuo patrono a recuperare gli slot incantesimo speso. Puoi spendere 1 minuto invocando l'aiuto del tuo patrono per recuperare tutti gli slot incantesimo concessi dal privilegio Magia del Patto che hai speso.",
"CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM": "Arcanum Mistico",
"CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT": "Il tuo patrono ti conferisce un segreto magico chiamato arcanum. Scegli un incantesimo di 6° livello dalla lista incantesimo del warlock come arcanum. Puoi lanciare il tuo incantesimo di arcanum una volta senza spendere uno slot incantesimo. Devi finire un riposo lungo prima di poterlo fare di nuovo.\nAi livelli successivi, puoi ottenere altri incantesimi da warlock a tua scelta da lanciare in questo modo: un incantesimo di 7° Livello al livello 13, un incantesimo di 8° livello al livello 15 e un incantesimo di 9° livello al livello 17. Recuperi tutti gli utilizzi del tuo Arcanum Mistico\nquando completi un riposo lungo.",
"CLASS_FEATURE_WARLOCK_PACT_BOON": "Dono del Patto",
"CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT": "Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY": "Arcane Recovery",
"CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT": "You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if youre a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+8 -8
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@@ -1,13 +1,13 @@
{
"0": "0",
"10TH_LEVEL": "10th-level",
"10_DAYS": "10 days",
"10_MINUTES": "10 minutes",
"11TH_LEVEL": "11th-level",
"12TH_LEVEL": "12th-level",
"12_HOURS": "12 hours",
"13TH_LEVEL": "13th-level",
"14TH_LEVEL": "14th-level",
"10TH_LEVEL": "10º nível",
"10_DAYS": "10 dias",
"10_MINUTES": "10 minutos",
"11TH_LEVEL": "11º nível",
"12TH_LEVEL": "12º nível",
"12_HOURS": "12 horas",
"13TH_LEVEL": "13º nível",
"14TH_LEVEL": "14º nível",
"15TH_LEVEL": "15th-level",
"16TH_LEVEL": "16th-level",
"17TH_LEVEL": "17th-level",
+1 -1
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@@ -47,7 +47,7 @@
"warfare": "A. d. Guerra",
"weaponry": "Mischia",
"backgrounds": "Background",
"background": "Background",
"background": "Contesto",
"arcana": "Arcani",
"virtue": "Virtù",
"hubris": "Hubris",
+40 -40
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@@ -4,116 +4,116 @@
"authors": "Pantoufle",
"roll20userid": "601574",
"preview": "Abstract.JPG",
"instructions": "This is a sheet for Abstract Dungeon. The base is set up for French but it can easily be tweak to any language. There are two main tabs : the player character'sheet and the non-player character's sheet (access in the upper right corner). Don't hesitate to use NPC_card as a macro (like @{selected|NPC_card}), it will display a NPC card in the chat with all relative informations without opening the character sheet. The config can be accessed via the gear icon.",
"instructions": "This is a sheet for Abstract Dungeon. The base is set up for French but it can easily be tweaked to any language. There are two main tabs: the player character's sheet and the non-player character's sheet (access in the upper right corner). Don't hesitate to use NPC\\_card as a macro (like @{selected|NPC\\_card}), it will display a NPC card in the chat with all relative informations without opening the character sheet. The config can be accessed via the gear icon.",
"useroptions": [
{
"attribute": "game's name",
"displayname": "Nom du jeu :",
"displaytranslationkey": "Game's name :",
"displaytranslationkey": "Game's name:",
"type": "text",
"default": "Abstract Donjon",
"description": "Change le nom du jeu pour correspondre à votre style",
"description": "Change le nom du jeu pour correspondre à votre style",
"descriptiontranslationkey": "gameinfo"
},
{
"attribute": "at1",
"displayname": "Première caractéristique :",
"displaytranslationkey": "First attribute :",
"displayname": "Premiëre caractéristique :",
"displaytranslationkey": "First attribute:",
"type": "text",
"default": "Robustesse",
"description": "Change les caractéristiques pour correspondre à votre type de jeu",
"description": "Change les caractéristiques pour correspondre à votre type de jeu",
"descriptiontranslationkey": "attributeinfo"
},
{
"attribute": "at2",
"displayname": "Seconde caractéristique :",
"displaytranslationkey": "Second attribute :",
"displayname": "Seconde caractéristique :",
"displaytranslationkey": "Second attribute:",
"type": "text",
"default": "Agilité",
"description": "Change les caractéristiques pour correspondre à votre type de jeu",
"default": "Agilité",
"description": "Change les caractéristiques pour correspondre à votre type de jeu",
"descriptiontranslationkey": "attributeinfo"
},
{
"attribute": "at3",
"displayname": "Troisième caractéristique :",
"displaytranslationkey": "Third attribute :",
"displayname": "Troisiëme caractéristique :",
"displaytranslationkey": "Third attribute:",
"type": "text",
"default": "Esprit",
"description": "Change les caractéristiques pour correspondre à votre type de jeu",
"description": "Change les caractéristiques pour correspondre à votre type de jeu",
"descriptiontranslationkey": "attributeinfo"
},
{
"attribute": "at4",
"displayname": "Quatrième caractéristique :",
"displayname": "Quatriëme caractéristique :",
"displaytranslationkey": "Fourth attribute:",
"type": "text",
"default": "Intellect",
"description": "Change les caractéristiques pour correspondre à votre type de jeu",
"description": "Change les caractéristiques pour correspondre à votre type de jeu",
"descriptiontranslationkey": "attributeinfo"
},
{
"attribute": "attrait",
"displayname": "Compétences 1 :",
"displaytranslationkey": "Skills 1 :",
"displayname": "Compétences 1 :",
"displaytranslationkey": "Skills 1:",
"type": "text",
"default": "Traits",
"description": "Change les compétences pour correspondre à votre type de jeu",
"description": "Change les compétences pour correspondre à votre type de jeu",
"descriptiontranslationkey": "skillinfo"
},
{
"attribute": "atequipement",
"displayname": "Compétences 2 :",
"displaytranslationkey": "Skills 2 :",
"displayname": "Compétences 2 :",
"displaytranslationkey": "Skills 2:",
"type": "text",
"default": "Equipement",
"description": "Change les compétences pour correspondre à votre type de jeu",
"description": "Change les compétences pour correspondre à votre type de jeu",
"descriptiontranslationkey": "skillinfo"
},
{
"attribute": "attresor",
"displayname": "Compétences 3 :",
"displaytranslationkey": "Skills 3 :",
"displayname": "Compétences 3 :",
"displaytranslationkey": "Skills 3:",
"type": "text",
"default": "Trésors",
"description": "Change les compétences pour correspondre à votre type de jeu",
"default": "Trésors",
"description": "Change les compétences pour correspondre à votre type de jeu",
"descriptiontranslationkey": "skillinfo"
},
{
"attribute": "desc1",
"displayname": "Description Caractéristique 1 :",
"displaytranslationkey": "attribute description1 :",
"displayname": "Description Caractéristique 1 :",
"displaytranslationkey": "attribute description1:",
"type": "text",
"default": "Trancher, Endurer, Briser, Sauter, Grimper, Plier, Nager, Souffler, Courir, Broyer, Pousser, Tirer, Soulever, Porter, Encaisser, Arracher, Lancer",
"description": "Change les descriptions pour correspondre à votre type de jeu",
"description": "Change les descriptions pour correspondre à votre type de jeu",
"descriptiontranslationkey": "descinfo"
},
{
"attribute": "desc2",
"displayname": "Description Caractéristique 2 :",
"displaytranslationkey": "attribute description2 :",
"displayname": "Description Caractéristique 2 :",
"displaytranslationkey": "attribute description2:",
"type": "text",
"default": "Esquiver, Parer, Equilibrer, Basculer, Rouler, Viser, Danser, Attraper, Ramasser, Désarmer, Nouer, S'échapper, Dévier, Transpercer, Se retourner",
"description": "Change les descriptions pour correspondre à votre type de jeu",
"default": "Esquiver, Parer, Equilibrer, Basculer, Rouler, Viser, Danser, Attraper, Ramasser, Désarmer, Nouer, S'échapper, Dévier, Transpercer, Se retourner",
"description": "Change les descriptions pour correspondre à votre type de jeu",
"descriptiontranslationkey": "descinfo"
},
{
"attribute": "desc3",
"displayname": "Description Caractéristique 3 :",
"displaytranslationkey": "attribute description3 :",
"displayname": "Description Caractéristique 3 :",
"displaytranslationkey": "attribute description3:",
"type": "text",
"default": "Communier, Sentir, Motiver, Exhorter, Sympathiser, Persuader, Intimider, Pressentir, Ordonner, Commander, Provoquer, Embrouiller, Canaliser",
"description": "Change les descriptions pour correspondre à votre type de jeu",
"description": "Change les descriptions pour correspondre à votre type de jeu",
"descriptiontranslationkey": "descinfo"
},
{
"attribute": "desc4",
"displayname": "Description Caractéristique 4 :",
"displaytranslationkey": "attribute description4 :",
"displayname": "Description Caractéristique 4 :",
"displaytranslationkey": "attribute description4:",
"type": "text",
"default": "Convaincre, Se souvenir, Déduire, Raisonner, Déchiffrer, Inventer, Chercher, Débattre, Supposer, Etudier, Résoudre, Mystifier, Incanter, Méditer",
"description": "Change les descriptions pour correspondre à votre type de jeu",
"default": "Convaincre, Se souvenir, Déduire, Raisonner, Déchiffrer, Inventer, Chercher, Débattre, Supposer, Etudier, Résoudre, Mystifier, Incanter, Méditer",
"description": "Change les descriptions pour correspondre à votre type de jeu",
"descriptiontranslationkey": "descinfo"
}
],
"legacy": true
}
}
+195 -195
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@@ -1,123 +1,123 @@
{
"skills-list": "acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadow-lore,sleight-of-hand,stealth,survival,traditions",
"npc-options-u": "NPC OPTIONS",
"name-u": "NAME",
"npc-type-u": "NPC TYPE",
"npc-options-u": "NPC-ALTERNATIV",
"name-u": "NAMN",
"npc-type-u": "NPC-TYP",
"npc-type-place": "Medium fiend, any evil alignment",
"armor-class-u": "ARMOR CLASS",
"class-u": "CLASS",
"type-u": "TYPE",
"class-u": "KLASS",
"type-u": "TYP",
"npc-armor-place": "scale mail",
"standard-of-living-u": "STANDARD OF LIVING",
"hit-points-u": "HIT POINTS",
"formula-u": "FORMULA",
"speed-u": "SPEED",
"npc-speed-place": "30 ft., fly 60ft.",
"poor": "Poor",
"frugal": "Frugal",
"martial": "Martial",
"prosperous": "Prosperous",
"rich": "Rich",
"attributes-u": "ATTRIBUTES",
"str-u": "STR",
"dex-u": "DEX",
"con-u": "CON",
"standard-of-living-u": "LEVNADSSTANDARD",
"hit-points-u": "HÄLSA",
"formula-u": "FORMEL",
"speed-u": "HASTIGHET",
"npc-speed-place": "30 ft., flyga 60ft.",
"poor": "Fattig",
"frugal": "Sparsam",
"martial": "Militär",
"prosperous": "Välmående",
"rich": "Rik",
"attributes-u": "ATTRIBUTER",
"str-u": "STY",
"dex-u": "SMI",
"con-u": "FYS",
"int-u": "INT",
"wis-u": "WIS",
"cha-u": "CHA",
"wis-u": "VIS",
"cha-u": "KAR",
"saves-u": "SAVES",
"skills-u": "SKILLS",
"acrobatics-u": "ACROBATICS",
"animal_handling-u": "ANIMAL HANDLING",
"lore-u": "LORE",
"skills-u": "FÖRMÅGOR",
"acrobatics-u": "RÖRLIGHET",
"animal_handling-u": "DJURHANTERING",
"lore-u": "LÄRDOM",
"athletics-u": "ATHLETICS",
"deception-u": "DECEPTION",
"history-u": "HISTORY",
"insight-u": "INSIGHT",
"intimidation-u": "INTIMIDATION",
"investigation-u": "INVESTIGATION",
"medicine-u": "MEDICINE",
"nature-u": "NATURE",
"deception-u": "BEDRÄGERI",
"history-u": "HISTORIA",
"insight-u": "INSIKT",
"intimidation-u": "INTIMIDERING",
"investigation-u": "UTREDNING",
"medicine-u": "MEDICIN",
"nature-u": "NATUR",
"perception-u": "PERCEPTION",
"performance-u": "PERFORMANCE",
"persuasion-u": "PERSUASION",
"riddle-u": "RIDDLE",
"shadowlore-u": "SHADOW LORE",
"sleight_of_hand-u": "SLEIGHT OF HAND",
"stealth-u": "STEALTH",
"survival-u": "SURVIVAL",
"traditions-u": "TRADITIONS",
"miserable-u": "MISERABLE",
"damage-vuln-u": "DAMAGE VULNERABILITIES",
"npc-dmg-vuln-place": "fire",
"damage-res-u": "DAMAGE RESISTANCES",
"npc-dmg-res-place": "cold",
"damage-imm-u": "DAMAGE IMMUNITIES",
"npc-dmg-imm-place": "lightning, thunder",
"performance-u": "FRAMFÖRANDE",
"persuasion-u": "ÖVERTALNING",
"riddle-u": "GÅTOR",
"shadowlore-u": "SKUGGLÄRDOM",
"sleight_of_hand-u": "FINGERFÄRDIGHET",
"stealth-u": "SMYGANDE",
"survival-u": "ÖVERLEVNAD",
"traditions-u": "TRADITIONER",
"miserable-u": "MISERABEL",
"damage-vuln-u": "SKADEKÄNSLIGHETER",
"npc-dmg-vuln-place": "eld",
"damage-res-u": "SKADERESISTANSER",
"npc-dmg-res-place": "kallt",
"damage-imm-u": "SKADEIMMUNITETER",
"npc-dmg-imm-place": "blixt, åska",
"cond-imm-u": "CONDITION IMMUNITIES",
"npc-cond-imm-place": "charmed",
"senses-u": "SENSES",
"npc-cond-imm-place": "charmad",
"senses-u": "SINNEN",
"npc-senses-place": "darkvision 120ft., passive Perception 16",
"langs-u": "LANGUAGES",
"lang-u": "LANGUAGE",
"langs-u": "SPRÅK",
"lang-u": "SPRÅK",
"npc-langs-place": "Abyssal, Common, Infernal",
"challenge-u": "CHALLENGE",
"challenge-u": "UTMANING",
"xp-u": "XP",
"spellcast-npc-u": "SPELLCASTING NPC",
"spell-ability-u": "SPELLCASTING ABILITY",
"none-u": "NONE",
"strength-u": "STRENGTH",
"strength-save-u": "STRENGTH SAVE",
"dexterity-u": "DEXTERITY",
"dexterity-save-u": "DEXTERITY SAVE",
"constitution-u": "CONSTITUTION",
"constitution-save-u": "CONSTITUTION SAVE",
"intelligence-u": "INTELLIGENCE",
"intelligence-save-u": "INTELLIGENCE SAVE",
"wisdom-u": "WISDOM",
"wisdom-save-u": "WISDOM SAVE",
"corruption-u": "CORRUPTION",
"none-u": "INGA",
"strength-u": "STYRKA",
"strength-save-u": "STYRKE-SAVE",
"dexterity-u": "SMIDIGHET",
"dexterity-save-u": "SMIDIGHETS-SAVE",
"constitution-u": "FYSIK",
"constitution-save-u": "FYSIK-SAVE",
"intelligence-u": "INTELLIGENS",
"intelligence-save-u": "INTELLIGENS-SAVE",
"wisdom-u": "VISDOM",
"wisdom-save-u": "VISDOMS-SAVE",
"corruption-u": "KORRUPTION",
"corruption-core": "Korruption",
"corruption-save-u": "CORRUPTION SAVE",
"charisma-u": "CHARISMA",
"charisma-save-u": "CHARISMA SAVE",
"corruption-save-u": "KORRUPTIONS-SAVE",
"charisma-u": "KARISMA",
"charisma-save-u": "KARISMA-SAVE",
"spell-dc-u": "SPELL DC",
"spell-atk-bonus-u": "SPELL ATTACK BONUS",
"has-reaction-u": "HAS REACTIONS",
"leg-actions:-u": "LEGENDARY ACTIONS:",
"gen-opts-u": "GENERAL OPTIONS",
"has-reaction-u": "HAR REAKTIONER",
"leg-actions:-u": "LEGENDARISKA MEKANISMER:",
"gen-opts-u": "ALLMÄNNA ALTERNATIV",
"npc-u": "NPC",
"roll-queries:-u": "ROLL QUERIES:",
"always-adv": "Always Roll Advantage",
"adv-toggle": "Advantage Toggle",
"query-adv": "Query Advantage",
"never-adv": "Never Roll Advantage",
"whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:",
"never-whisp": "Never Whisper Rolls",
"query-whisp": "Query Whisper",
"always-whisp": "Always Whisper Rolls",
"auto-dmg-roll:-u": "AUTO DAMAGE ROLL:",
"never-dmg": "Don't Auto Roll Damage",
"always-dmg": "Auto Roll Damage &amp; Crit",
"ac": "Armor Class",
"hp": "Hit Points",
"speed": "Speed",
"saving-throw": "Saving Throws",
"str": "Str",
"dex": "Dex",
"con": "Con",
"roll-queries:-u": "RULLNINGS-ALTERNATIV:",
"always-adv": "Rulla Alltid Med Fördel",
"adv-toggle": "Sätt På/Stäng Av Fördel",
"query-adv": "Rulla Med Fördel På Förfrågan",
"never-adv": "Rulla Aldrig Med Fördel",
"whisp-rolls-gm:-u": "VISKA RULLNINGAR TILL GM:",
"never-whisp": "Viska Aldrig Rullningar",
"query-whisp": "Viska På Förfrågan",
"always-whisp": "Viska Alltid Rullningar",
"auto-dmg-roll:-u": "RULLA SKADA AUTOMATISKT:",
"never-dmg": "Rulla Inte Skada Automatiskt",
"always-dmg": "Rulla Skada &amp; Kritisk Skada Automatiskt",
"ac": "Pansarklass",
"hp": "Skadepoäng",
"speed": "Hastighet",
"saving-throw": "Räddningsslag",
"str": "Sty",
"dex": "Smi",
"con": "Fys",
"int": "Int",
"wis": "Wis",
"cha": "Cha",
"skills": "Skills",
"acrobatics": "Acrobatics",
"animal_handling": "Animal Handling",
"lore": "Lore",
"wis": "Vis",
"cha": "Kar",
"skills": "Färdigheter",
"acrobatics": "Akrobatik",
"animal_handling": "Djurhantering",
"lore": "Lärdom",
"athletics": "Athletics",
"deception": "Deception",
"history": "History",
"insight": "Insight",
"intimidation": "Intimidation",
"deception": "Bedrägeri",
"history": "Historia",
"insight": "Insikt",
"intimidation": "Intimidering",
"investigation": "Investigation",
"medicine": "Medicine",
"nature": "Nature",
@@ -162,57 +162,57 @@
"reactions": "Reactions",
"npc-repeating-name-place": "Parry.",
"npc-repeating-desc-place": "The creature adds 2 to its AC against...",
"spells": "Spells",
"prep-u": "PREP",
"school:-u": "SCHOOL:",
"abjuration": "Abjuration",
"conjuration": "Conjuration",
"divination": "Divination",
"enchantment": "Enchantment",
"evocation": "Evocation",
"spells": "Trollformler",
"prep-u": "FÖRBEREDD",
"school:-u": "LÄRA:",
"abjuration": "Avsvärjelse",
"conjuration": "Besvärjelse",
"divination": "Spådom",
"enchantment": "Förtrollning",
"evocation": "Frammanande",
"illusion": "Illusion",
"necromancy": "Necromancy",
"transmutation": "Transmutation",
"necromancy": "Svartkonst",
"transmutation": "Omvandling",
"ritual": "Ritual",
"ritual-l": "ritual",
"range:-u": "RANGE:",
"range:": "Range:",
"components:-u": "COMPONENTS:",
"components:": "Components:",
"range:-u": "RÄCKHÅLL:",
"range:": "Räckhåll:",
"components:-u": "KOMPONENTER:",
"components:": "Komponenter:",
"spell-component-verbal": "V",
"spell-component-somatic": "S",
"spell-component-material": "M",
"spell-ritual": "R",
"spell-concentration": "C",
"ruby-dust-place": "ruby dust worth 50gp",
"concentration-u": "CONCENTRATION",
"concentration": "Concentration",
"duration:-u": "DURATION:",
"duration:": "Duration:",
"difficulty-class-abv": "DC",
"output:-u": "OUTPUT:",
"spellcard-u": "SPELLCARD",
"spell-atk:-u": "SPELL ATTACK:",
"ruby-dust-place": "rubindamm värt 50gp",
"concentration-u": "KONCENTRATION",
"concentration": "Koncentration",
"duration:-u": "VARAKTIGHET:",
"duration:": "Varaktighet:",
"difficulty-class-abv": "Svårighetsgrad",
"output:-u": "EFFEKT:",
"spellcard-u": "TROLLFORMELSKORT",
"spell-atk:-u": "TROLLFORMELATTACK:",
"none": "Inga",
"dmg:-u": "DAMAGE:",
"dmg2:-u": "DAMAGE2:",
"healing:-u": "HEALING:",
"add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING",
"effect:-u": "EFFECT:",
"npc-atk-effect-place": "Half damage",
"desc:-u": "DESCRIPTION:",
"at-higher-lvl:-u": "AT HIGHER LEVELS:",
"at-higher-lvl": "At Higher Levels",
"higher-lvl-cast": "Higher Level Cast",
"leg-actions": "Legendary Actions",
"leg-actions-desc": "The <span name=\"attr_npc_name\"></span> can take <span name=\"attr_npc_legendary_actions\"></span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <span name=\"attr_npc_name\"></span> regains spent legendary actions at the start of its turn.",
"dmg:-u": "SKADA:",
"dmg2:-u": "SKADA2:",
"healing:-u": "HELANDE:",
"add-ability-mod-u": "LÄGG TILL FÖRMÅGEMODIFIERING TILL SKADA ELLER HELANDE",
"effect:-u": "EFFEKT:",
"npc-atk-effect-place": "Halv skada",
"desc:-u": "BESKRIVNING:",
"at-higher-lvl:-u": "PÅ HÖGRE NIVÅER:",
"at-higher-lvl": "På Högre Nivåer",
"higher-lvl-cast": "Kasta På Högre Nivå",
"leg-actions": "Legendariska Förmågor",
"leg-actions-desc": "<span name=\"attr_npc_name\"></span> kan använda <span name=\"attr_npc_legendary_actions\"></span> legendariska förmågor, från alternativen nedan. Endast en legendarisk förmåga kan användas i taget, och bara i slutet av en annan varelses tur. <span name=\"attr_npc_name\"></span> återfår spenderade legendariska förmågor i början av sin tur.",
"atk-range-place": "5 ft.",
"atk-target-place": "One target",
"atk-dmg-type-place": "slashing",
"atk-dmg-type2-place": "fire",
"adv-u": "ADVANTAGE",
"atk-target-place": "Ett mål",
"atk-dmg-type-place": "skärande",
"atk-dmg-type2-place": "eld",
"adv-u": "FÖRDEL",
"norm-u": "NORMAL",
"disadv-u": "DISADVANTAGE",
"disadv-u": "NACKDEL",
"core-u": "CORE",
"bio-u": "BIO",
"spells-u": "SPELLS",
@@ -264,57 +264,57 @@
"medicine-core": "Medicine <span>(Wis)</span>",
"nature-core": "Nature <span>(Int)</span>",
"perception-core": "Perception <span>(Wis)</span>",
"performance-core": "Performance <span>(Cha)</span>",
"persuasion-core": "Persuasion <span>(Cha)</span>",
"riddle-core": "Riddle <span>(Int)</span>",
"shadowlore-core": "Shadow Lore <span>(Int)</span>",
"sleight_of_hand-core": "Sleight of Hand <span>(Dex)</span>",
"stealth-core": "Stealth <span>(Dex)</span>",
"survival-core": "Survival <span>(Wis)</span>",
"traditions-core": "Traditions <span>(Int)</span>",
"pass-wis-u": "PASSIVE WISDOM (PERCEPTION)",
"tool-u": "TOOL",
"performance-core": "Prestation <span>(Kar)</span>",
"persuasion-core": "Övertalning <span>(Kar)</span>",
"riddle-core": "Gåtor <span>(Int)</span>",
"shadowlore-core": "Skugglärdom <span>(Int)</span>",
"sleight_of_hand-core": "Fingerfärdighet <span>(Smi)</span>",
"stealth-core": "Smygande <span>(Smi)</span>",
"survival-core": "Överlevnad <span>(Vis)</span>",
"traditions-core": "Traditioner <span>(Int)</span>",
"pass-wis-u": "PASSIV VISDOM (UPPMÄRKSAMHET)",
"tool-u": "VERKTYG",
"pro-u": "PRO",
"attr-u": "ATTRIBUTE",
"prof-bonus:-u": "PROFICIENCY BONUS:",
"prof-u": "PROFICIENT",
"proficency-u": "PROFICIENCY",
"expertise-u": "EXPERTISE",
"jack-of-all-u": "JACK OF ALL TRADES",
"attr:-u": "ATTRIBUTE:",
"tool-prof-u": "TOOL PROFICIENCIES",
"other-prof-langs-u": "OTHER PROFICIENCIES &amp; LANGUAGES",
"prof-langs-u": "PROFICIENCIES &amp; LANGUAGES",
"init": "Initiative",
"init-u": "INITIATIVE",
"hp-max-u": "Hit Point Maximum",
"hp-current-u": "CURRENT HIT POINTS",
"hp-temp-u": "TEMPORARY HIT POINTS",
"total": "Total",
"attr-u": "ATTRIBUT",
"prof-bonus:-u": "SKICKLIGHETSBONUS:",
"prof-u": "SKICKLIG",
"proficency-u": "SKICKLIGHET",
"expertise-u": "EXPERTIS",
"jack-of-all-u": "MÅNGSYSSLARE",
"attr:-u": "ATTRIBUT:",
"tool-prof-u": "VERKTYGSSKICKLIGHETER",
"other-prof-langs-u": "ANDRA SKICKLIGHETER &amp; SPRÅK",
"prof-langs-u": "SKICKLIGHETER &amp; SPRÅK",
"init": "Initiativ",
"init-u": "INITIATIV",
"hp-max-u": "Maximala Skadepoäng",
"hp-current-u": "NUVARANDE SKADEPOÄNG",
"hp-temp-u": "TEMPORÄRA SKADEPOÄNG",
"total": "Totalt",
"perm": "PERM",
"hit-dice-u": "HIT DICE",
"successes-u": "SUCCESSES",
"failures-u": "FAILURES",
"death-save-u": "DEATH SAVE",
"death-saves-u": "DEATH SAVES",
"hit-dice-u": "LÄKETÄRNINGAR",
"successes-u": "LYCKADE KAST",
"failures-u": "MISSLYCKADE KAST",
"death-save-u": "DÖDSRÄDDNING",
"death-saves-u": "DÖDSRÄDDNINGAR",
"atk-u": "ATK",
"dmg-type-u": "DAMAGE/TYPE",
"dmg-type-u": "SKADA/TYP",
"attack:-u": "ATTACK:",
"proficient-u": "PROFICIENT",
"range-place": "Self (60-foot cone)",
"magic-bonus:-u": "MAGIC BONUS:",
"crit-range-u": "CRIT RANGE:",
"damage:-u": "DAMAGE:",
"dmg-type-place": "Slashing",
"crit:-u": "CRIT:",
"damage2:-u": "DAMAGE2:",
"saving-throw:-u": "SAVING THROW:",
"vs-dc:-u": "VS DC:",
"spell-u": "SPELL",
"flat-u": "FLAT",
"save": "Save",
"save-effect:-u": "SAVE EFFECT:",
"save-effect-place": "half damage",
"proficient-u": "SKICKLIG",
"range-place": "Själv (60-fots kon)",
"magic-bonus:-u": "MAGISK BONUS:",
"crit-range-u": "RÄCKVIDD FÖR KRITISK TRÄFF:",
"damage:-u": "SKADA:",
"dmg-type-place": "Skärande",
"crit:-u": "KRITISK TRÄFF:",
"damage2:-u": "SKADA2:",
"saving-throw:-u": "RÄDDNING:",
"vs-dc:-u": "MOT SVÅRIGHETSGRAD:",
"spell-u": "TROLLFORMEL",
"flat-u": "OMODIFIERAT",
"save": "Räddning",
"save-effect:-u": "Räddningseffekt:",
"save-effect-place": "halverad skada",
"ammunition:-u": "AMMUNITION:",
"ammunition-place": "Arrows",
"description:-u": "DESCRIPTION:",
@@ -367,15 +367,15 @@
"casting-time:": "Casting Time:",
"at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:",
"half-dmg-place": "Half damage",
"hit-die:-u": "HIT DIE:",
"initiative-mod:-u": "INITIATIVE MODIFIER:",
"glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:",
"glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:",
"glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:",
"pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:",
"death-save-mod:-u": "DEATH SAVE MODIFIER:",
"magic-caster-lvl:-u": "MAGIC CASTER LEVEL:",
"halfling-luck-u": "HALFLING LUCK",
"hit-die:-u": "LÄKETÄRNINGAR:",
"initiative-mod:-u": "INITIATIV-MODIFIERING:",
"glob-saving-mod:-u": "GLOBAL RÄDDNINGSKAST-MODIFIERING:",
"glob-ac-mod:-u": "GLOBAL PANSARKLASS-MODIFIERING:",
"glob-atk-mod:-u": "GLOBAL TROLLFORMELS-ATTACK-MODIFIERING:",
"pass-perc-mod:-u": "PASSIV UPPMÄRKSAMHETS-MODIFIERING:",
"death-save-mod:-u": "DÖDSRÄDDNINGS-MODIFIERING:",
"magic-caster-lvl:-u": "MAGIKERNIVÅ:",
"halfling-luck-u": "HALVLINGSTUR",
"arcane-warrior-u": "ARCANE FIGHTER",
"arcane-rogue-u": "ARCANE ROGUE",
"class-options-u": "CLASS OPTIONS (<input type=\"text\" name=\"attr_class_label\" value=\"@{class}\" disabled=\"true\">)",
+81 -81
View File
@@ -1,101 +1,101 @@
{
"acumen": "Acumen",
"add_domain_spend_pathos": "Add another Domain (spend Pathos)",
"advantage_bond_support": "Advantage/Bond/Support",
"agony": "Agony",
"acumen": "Acume",
"add_domain_spend_pathos": "Aggiungi un Dominio (spendi Pathos)",
"advantage_bond_support": "Vantaggio/Legame/Aiuto",
"agony": "Agonia",
"and": "e",
"any_domain": "Any domain",
"aphrodite": "Aphrodite",
"any_domain": "Qualsiasi Dominio",
"aphrodite": "Afrodite",
"apollo": "Apollo",
"ares": "Ares",
"artemis": "Artemis",
"arts_oration": "Arts & Oration",
"athena": "Athena",
"authority": "Authority",
"beauty": "Beauty",
"blood_valor": "Blood & Valor",
"bond_use_1": "Bolster you",
"bond_use_2": "Block Harm or Fate for you",
"bond_use_3": "Follow your lead",
"bond_use_top": "When you use a Bond, ask them to:",
"artemis": "Artemide",
"arts_oration": "Arte e Oratoria",
"athena": "Atena",
"authority": "Autorità",
"beauty": "Bellezza",
"blood_valor": "Sangue e Valore",
"bond_use_1": "Ti rafforzi",
"bond_use_2": "Ti risparmi dalle afflizioni",
"bond_use_3": "Segua la tua guida",
"bond_use_top": "Spendi un legame con un compagno affinché",
"bonds": "Legami",
"bonusdice_query": "Other dice (Advantage, Bond Dice, or Support), e.g. 1d8 + 1d8 + 1d6",
"boons": "Boons",
"boons_1": "Advance a d8 Domain die to d10",
"boons_2": "Advance a d6 Domain die to d8",
"boons_3": "Advance your Epithet die to d8",
"boons_4": "Add another Epithet",
"boons_5": "When you support or bolster, the die you give counts as one size larger.",
"boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.",
"boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.",
"bonusdice_query": "Altri dadi (Vantaggio, Legame, Aiuto), es. 1d8 + 1d8 + 1d6",
"boons": "Doni",
"boons_1": "Avanza un dado Dominio da d8 a d10.",
"boons_2": "Avanza un dado Dominio da d6 a d8.",
"boons_3": "Avanza un dado Epiteto a d8.",
"boons_4": "Aggiungi un Epiteto",
"boons_5": "Quando aiuti o rafforzi qualcuno, fornisci un dado di una taglia più grande.",
"boons_6": "Quando segni Pathos per aggiungere un dominio al tiro, prendi due dadi invece di uno.",
"boons_7": "Quando spendi Favore Divino, tira 2d4 e tieni il più alto.",
"character": "Personaggio",
"choose_sheet_type": "Choose sheet type",
"conviction": "Conviction",
"choose_sheet_type": "Scegli il tipo di scheda",
"conviction": "Convinzione",
"courage": "Coraggio",
"craft_reason": "Craft & Reason",
"cunning": "Cunning",
"daring": "Daring",
"demeter": "Demeter",
"die_placeholder": "Name, Epithet, Bonus Die, ...",
"craft_reason": "Maestria e Ragione",
"cunning": "Astuzia",
"daring": "Sfrontatezza",
"demeter": "Demetra",
"die_placeholder": "Nome, Epiteto, Dado Bonus, ...",
"divine_favor": "Favore Divino",
"divine_wrath": "Divine Wrath",
"divine_wrath": "Ira Divina",
"domain": "Dominio",
"domains": "Domains",
"edit_strife_dice": "Edit strife dice",
"epic": "Epic",
"epithet": "Epithet",
"epithet_die": "Epithet die",
"fate": "Fate",
"ferocity": "Ferocity",
"fortitude": "Fortitude",
"glory": "Glory",
"grace": "Grace",
"great_deed": "Great Deed",
"great_deeds_and_trophies": "Great Deeds & Trophies",
"hekate": "Hekate",
"hephaistos": "Hephaistos",
"hera": "Hera",
"hermes": "Hermes",
"honored_god": "Honored God",
"ingenuity": "Ingenuity",
"domains": "Domini",
"edit_strife_dice": "Modifica il dado avversità",
"epic": "Epico",
"epithet": "Epiteto",
"epithet_die": "Dado Epiteto",
"fate": "Fato",
"ferocity": "Ferocia",
"fortitude": "Possanza",
"glory": "Gloria",
"grace": "Grazia",
"great_deed": "Epiche Gesta",
"great_deeds_and_trophies": "Epiche Gesta e Trofei",
"hekate": "Ecate",
"hephaistos": "Efesto",
"hera": "Era",
"hermes": "Ermes",
"honored_god": "Divinità Venerata",
"ingenuity": "Ingegno",
"insight": "Intuizione",
"island": "Island",
"island_destinies": "Island Destinies",
"island_name": "Island Name",
"knowledge": "Knowledge",
"lineage_pronouns": "Lineage / Pronouns",
"island": "Isola",
"island_destinies": "Destino delle Isole",
"island_name": "Nome Isola",
"knowledge": "Conoscenza",
"lineage_pronouns": "Stirpe / Pronomi",
"mythic": "Mitico",
"name": "Nome",
"no": "No",
"none": "Nessuno",
"notes": "Notes",
"passion": "Passion",
"notes": "Note",
"passion": "Passione",
"pathos": "Pathos",
"plus_strife_level": "Strife Level",
"poseidon": "Poseidon",
"perilous": "Perilous",
"precision": "Precision",
"recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?",
"recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?",
"recite_bottom": "SUFFER—How did you fall short? Did you overreach yourself? Was the opponent too great? Was it cruel fortune?",
"recite_craft_reason": "How was your knowledge or creativity shown?\nHow was trickery or intrigue displayed?\nHow did you figure it out?",
"recite_resolve_spirit": "How did we see your willpower in action?\nHow did you endure it?\nHow did the arcane or occult manifest?",
"recite_top": "How does your EPITHET, PATHOS (an added Domain), or DIVINE FAVOR manifest in the contest?",
"recite_your_deeds": "Recite your deeds",
"resolve_spirit": "Resolve & Spirit",
"roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).",
"roll_strife": "Roll Strife",
"roll_suffers": "Heroes who suffer each earn 1 Glory.",
"plus_strife_level": "Livello Avversità",
"poseidon": "Poseidone",
"perilous": "Fatale",
"precision": "Precisione",
"recite_arts_oration": "Quali parole di miele hai usato?\nCome hai celebrato la bellezza?\nIn che modo hai smosso passioni e attestato verità?",
"recite_blood_valor": "Come è stato versato del sangue?\nIn che modo hai fatto sfoggio di forza, agilità o coraggio?\nCome hai lasciato tutti con il fiato sospeso?",
"recite_bottom": "PATIRE — Non ce lhai fatta? Hai preteso troppo da te? Il tuo avversario era troppo potente? O è stato il fato crudele?",
"recite_craft_reason": "Come hai fatto sfoggio di sapienza o competenza?\nCome hai smascherato inganni e intrighi?\nCome hai sbrogliato le intricate trame?",
"recite_resolve_spirit": "Come hai fatto sfoggio della tua forza di volontà?\nCome sei riuscito a non mollare?\nCome linvisibile e locculto si sono manifestati?",
"recite_top": "Come si manifestano nella competizione EPITETO, PATHOS (Dominio aggiuntivo) e FAVORE DIVINO?",
"recite_your_deeds": "Narrare le Gesta",
"resolve_spirit": "Risolutezza e Spirito",
"roll_prevails": "Le vostre azioni hanno successo e superate la sfida. L'eroe migliore riceve Gloria pari alla soglia di successo. Ogni eroe che è riuscito ottiene metà di quel valore (per eccesso).",
"roll_strife": "Tira Avversità",
"roll_suffers": "Gli eroi che hanno patito guadagnano 1 Gloria.",
"sacred": "Sacro",
"scion_of": "Scion Of",
"spend_divine_favor": "Spend Divine Favor",
"scion_of": "Discendente di",
"spend_divine_favor": "Spendi Favore Divino",
"strength": "Forza",
"strife": "Strife",
"strife_level": "Strife Level",
"strife_player_roll": "Strife Player Roll",
"style_notes": "Style & Notes",
"target_number": "Target Number",
"the_vault_of_heaven": "The Vault of Heaven",
"strife": "Avversità",
"strife_level": "Livello Avversità",
"strife_player_roll": "Tiro Giocatore dell'Avversità",
"style_notes": "Stile e Note",
"target_number": "Soglia di Successo",
"the_vault_of_heaven": "Volta Celeste",
"virtues": "Virtù",
"wisdom": "Saggezza",
"yes": "Sì",
+3 -3
View File
@@ -1,7 +1,7 @@
{
"role": "Ruolo:",
"descriptor": "Descrittore:",
"name": "Name:",
"name": "Nome:",
"appearance": "Descrizione:",
"gender": "Aspetto:",
"eyes": "Sguardo:",
@@ -16,6 +16,6 @@
"beyond": "Oltre",
"moves": "Mosse",
"bonds": "Legami",
"equipment": "Equipment",
"harm": "Harm"
"equipment": "Attrezzatura",
"harm": "Danno"
}
+205 -18
View File
@@ -3,6 +3,12 @@
* {
box-sizing: border-box;
}
.charsheet {
background-color: white;
}
.sheet-darkmode .charsheet {
background-color: #202020;
}
/* ---- DIV ----- */
div{
padding: 0px 0px 0px 0px;
@@ -14,25 +20,23 @@ div{
div.sheet-main{
padding: 4px;
width: 850px;
background: white;
text-align: center;
font-family: 'Verdana';
border-width: 1px;
border-style: solid;
border-color: #AAAAAA;
}
div.sheet-myRow{
display: block;
width: 100%;
text-align: left;
vertical-align: middle;
margin: 1px 0px 1px 0px;
/* border: 1px solid red; */
}
div.sheet-myCol{
display: inline-block;
vertical-align: top;
/* border: 1px solid blue; */
}
div.sheet-myColBrd{
display: inline-block;
@@ -44,6 +48,13 @@ div.sheet-myColBrd{
margin-bottom: 3px;
}
div.sheet-borderTop {
border-top: 1px solid black;
}
.sheet-darkmode div.sheet-borderTop {
border-top: 1px solid white;
}
.sheet-oneQuarter {
width: 24%;
}
@@ -71,7 +82,6 @@ div.sheet-myColBrd{
/* ------- TEXT -------- */
/* --------------------- */
div.sheet-textTitle {
/* color: black; */
color: darkmagenta;
display: inline-block;
text-align: center;
@@ -79,24 +89,67 @@ div.sheet-textTitle {
font-family: 'Gajraj One', cursive;
letter-spacing: 1px;
text-shadow: 1px 1px 3px grey;
/* font-family: 'Zen Dots', cursive; */
/* font-weight: bold; */
/* text-transform: uppercase; */
margin-bottom: 2px;
}
.sheet-darkmode div.sheet-textTitle {
color: pink;
text-shadow: 1px 1px 3px DimGray;
}
.sheet-textNom {
font-family: 'Zen Dots', cursive;
margin-right: 10px;
font-size: 1.4em;
}
.sheet-darkmode .sheet-textNom {
color: white;
}
div.sheet-textBio {
text-align: right;
width: 100px;
}
.sheet-darkmode .sheet-textBio {
color: white;
}
div.sheet-textHobby {
}
.sheet-darkmode .sheet-textHobby {
color: white;
}
div.sheet-textXp {
font-family: 'Zen Dots', cursive;
font-size: 1.3em;
}
.sheet-darkmode .sheet-textXp {
color: white;
}
.sheet-darkmode span.sheet-jetInfo {
color: white;
}
input[type="text"] {
font-family: cursive;
color: black;
background-color: GhostWhite;
border-style: none none solid none;
padding: 0px 3px 0px 3px;
}
.sheet-darkmode input[type="text"] {
color: GhostWhite;
background-color: #303030; /* almost black */
}
input[type="number"] {
color: black;
font-family: 'Zen Dots', cursive;
@@ -106,17 +159,28 @@ input[type="number"] {
text-align: center;
}
.sheet-darkmode input[type="number"] {
color: GhostWhite;
background-color: #303030;
}
input[type="text"].sheet-inputBio {
width: 95px;
}
input[type="text"].sheet-inputNom {
width:300px;
font-size: 1.8em;
font-weight: bold;
}
textarea {
resize: vertical;
font-weight: normal;
font-family: cursive;
background-color: GhostWhite;
}
textarea.sheet-textFullCol {
width: 90%;
color: black;
@@ -129,16 +193,30 @@ textarea.field-desc {
margin-bottom: 10px;
}
.sheet-darkmode textarea {
color: GhostWhite;
background-color: #303030;
}
/* --------------------- */
/* --- Scores/atout ---- */
/* --------------------- */
select {
color: black;
background-color: GhostWhite;
}
.sheet-darkmode select {
color: GhostWhite;
background-color: #303030;
}
select.select-blessures {
width: 48px;
margin-right: 20px;
}
select.select-dice {
color: black;
font-family: 'Zen Dots', cursive;
width: 60px;
text-align: center;
@@ -152,27 +230,32 @@ span.score-de {
font-size: 1.3em;
}
.sheet-darkmode span.score-de {
color:white;
}
span.score-type {
width: 100px;
}
.sheet-darkmode span.score-type {
color:white;
}
input[type="text"].score-name {
width: 150px;
color: black;
font-size: 1.3em;
font-weight: bold;
}
input[type="text"].atout-name {
width: 230px;
color: black;
font-size: 1.1em;
font-weight: bold;
}
input[type="text"].atoutPnj-Name {
width: 200px;
color: black;
font-size: 1.3em;
font-weight: bold;
text-transform: uppercase;
@@ -180,14 +263,12 @@ input[type="text"].atoutPnj-Name {
input[type="text"].atoutPnj-scoreName {
width: 150px;
color: black;
font-size: 1.2em;
font-weight: bold;
}
input[type="text"].atoutPnj-atoutName {
width: 210px;
color: black;
font-size: 1.1em;
font-weight: bold;
}
@@ -214,8 +295,6 @@ div.sheet-onglet4{
text-align: left;
vertical-align: middle;
margin: 1px 0px 1px 0px;
/* border: 1px solid #DD5633; */
/* border-radius: 0px 6px 6px 6px; */
padding: 3px;
z-index: 0;
}
@@ -251,7 +330,6 @@ input[type="radio"].sheet-onglet4 + span{
margin-bottom: -2px;
padding-top: 5px;
font-size: 1em;
/* text-transform: uppercase; */
font-family: 'Zen Dots', cursive;
border-style: solid;
border-width: 1px;
@@ -275,6 +353,29 @@ input[type="radio"].sheet-onglet4:checked + span {
border-right-color: black;
border-bottom-color: white;
}
.sheet-darkmode input[type="radio"].sheet-onglet1 + span,
.sheet-darkmode input[type="radio"].sheet-onglet2 + span,
.sheet-darkmode input[type="radio"].sheet-onglet3 + span,
.sheet-darkmode input[type="radio"].sheet-onglet4 + span{
color: #DDDDDD;
background-color: #444444;
border-left-color: white;
border-top-color: white;
border-right-color: white;
border-bottom-color: white;
}
.sheet-darkmode input[type="radio"].sheet-onglet1:checked + span ,
.sheet-darkmode input[type="radio"].sheet-onglet2:checked + span ,
.sheet-darkmode input[type="radio"].sheet-onglet3:checked + span ,
.sheet-darkmode input[type="radio"].sheet-onglet4:checked + span {
color: white;
background-color: #202020;
border-left-color: white;
border-top-color: white;
border-right-color: white;
border-bottom-color: #202020;
}
input[type="radio"].sheet-onglet1:checked ~ div.sheet-onglet1{
display: block;
}
@@ -288,10 +389,80 @@ input[type="radio"].sheet-onglet4:checked ~ div.sheet-onglet4{
display: block;
}
/* --------------------- */
/* ----- BUTTONS ------- */
/* --------------------- */
.repcontrol {
min-height: 27px;
display: inline-block;
}
.repcontrol .btn {
color: #303030;
background: ghostwhite;
display: inline-block;
text-shadow: none;
box-shadow: none;
}
.sheet-darkmode .repcontrol .btn {
color: ghostwhite;
background: #303030;
}
.ui-dialog .charsheet button[type=roll] {
color: black;
text-shadow: none;
box-shadow: none;
padding:0;
margin: 0;
border: none;
background: none;
opacity: 0.7;
height: 1.7em;
width: 1.7em;
line-height: 1.7em;
}
.ui-dialog .charsheet button[type=roll]:hover {
opacity: 1.0;
background: none;
}
.ui-dialog .charsheet button[type=roll]:before {
font-size: 1.7em;
font-family: 'dicefontd12';
content: 'L';
}
.sheet-darkmode .ui-dialog .charsheet button[type=roll]:before {
color: white;
content: 'l';
}
/* --------------------- */
/* ----- TEMPLATES ----- */
/* --------------------- */
.sheet-rolltemplate-jetStandard .inlinerollresult {
display: inline-block;
background: none;
border: none;
min-width: 1.5em;
text-align: center;
}
.sheet-rolltemplate-darkmode.sheet-rolltemplate-jetStandard .inlinerollresult {
background: none;
border: none;
}
.sheet-rolltemplate-jetStandard .inlinerollresult.fullcrit {
border: none;
}
.sheet-rolltemplate-jetStandard .inlinerollresult.fullfail {
border: none;
}
.sheet-rolltemplate-jetStandard .inlinerollresult.importantroll {
border: none;
}
.sheet-rolltemplate-jetStandard div {
color: black;
background: azure;
border: 1px solid darkmagenta;
border-radius: 10px;
@@ -300,7 +471,6 @@ input[type="radio"].sheet-onglet4:checked ~ div.sheet-onglet4{
}
.sheet-rolltemplate-jetStandard div > h3{
color: black;
text-align: center;
margin-bottom: 2px;
font-size: 130%;
@@ -325,4 +495,21 @@ input[type="radio"].sheet-onglet4:checked ~ div.sheet-onglet4{
border: none;
padding: 3px;
font-weight: bold;
}
}
.sheet-rolltemplate-darkmode.sheet-rolltemplate-jetStandard div {
color: azure;
background: #303030;
}
.sheet-rolltemplate-darkmode.sheet-rolltemplate-jetStandard div > h4 {
color: pink;
}
.sheet-rolltemplate-jetStandard div > span {
color: DarkGreen;
font-style: italic;
}
.sheet-rolltemplate-darkmode.sheet-rolltemplate-jetStandard div > span {
color: GreenYellow;
}
+45 -43
View File
@@ -1,7 +1,7 @@
<div class="sheet-main">
<div class="sheet-myRow sheet-full">
<div class="sheet-myCol sheet-twoThirds">
<span style="font-family: 'Zen Dots', cursive; margin-right: 10px; font-size: 1.4em;">Nom</span><input type="text" style="width:300px; font-size: 1.8em; font-weight: bold; color: black;" name="attr_character_name"/>
<span class="sheet-textNom">Nom</span><input type="text" class="sheet-inputNom" name="attr_character_name"/>
</div>
<div class="sheet-myCol sheet-oneThird">
<img title="Version 1.1" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/AnimeWasAMistake/images/logoawam.jpg" width="50%" />
@@ -64,12 +64,13 @@
</div>
<div class="sheet-myRow">
<div class="sheet-myRow sheet-twoThirds">
Hobby <input style="width:400px; margin-right: 200px;" type="text" name="attr_hobby"/>
<span style="font-family: 'Zen Dots', cursive; font-size: 1.3em;">XP</span> <input style="width: 50px;" type="number" name="attr_xpCurrent" value="0" min="0"> / <input style="width: 50px;" type="number" name="attr_xpTotal" value="0" min="0">
<div class="sheet-textHobby">Hobby</div>
<input style="width:400px; margin-right: 200px;" type="text" name="attr_hobby"/>
<div class="sheet-textXp">XP</div> <input style="width: 50px;" type="number" name="attr_xpCurrent" value="0" min="0"> / <input style="width: 50px;" type="number" name="attr_xpTotal" value="0" min="0">
</div>
</div>
<!-- JETS DE DÉS -->
<div class="sheet-myRow sheet-full" style="border-top: 1px solid;">
<div class="sheet-myRow sheet-full sheet-borderTop">
<div class="sheet-myRow sheet-full" style="text-align: center;">
<div class="sheet-textTitle">Jets de dés</div>
<select style="width: 100px; margin-left: 10px;" name="attr_jetCache">
@@ -78,10 +79,10 @@
</select>
</div>
<div class="sheet-myRow sheet-full">
<span style="margin-right: 200px;">Nom</span>
<span style="margin-right: 25px;">Score</span>
<span style="margin-right: 23px;">Atout</span>
<span>Gimmicks + bonus</span>
<span class="sheet-jetInfo" style="margin-right: 200px;">Nom</span>
<span class="sheet-jetInfo" style="margin-right: 25px;">Score</span>
<span class="sheet-jetInfo" style="margin-right: 23px;">Atout</span>
<span class="sheet-jetInfo">Gimmicks + bonus</span>
</div>
<div class="sheet-myRow sheet-full">
<fieldset class="repeating_listJetsDes">
@@ -103,7 +104,7 @@
<option value="1d10">D10</option>
<option value="1d12">D12</option>
</select>
<input style="width:200px; color: black;" type="text" name="attr_deGimmick" placeholder="Ex: +1d8+2"/>
<input style="width:200px;" type="text" name="attr_deGimmick" placeholder="Ex: +1d8+2"/>
<button type="roll" name="roll_jetCustom" title="Lancer la macro" value="@{jetCache} &{template:jetStandard} {{characterName=@{character_name}}} {{rollname=@{jetDeName}}} {{poignee=@{deScore}+@{deAtout}@{deGimmick}}} {{rollResult=[[@{deScore}+@{deAtout}@{deGimmick}]]}}"></button>
</div>
</fieldset>
@@ -317,7 +318,7 @@
<option value="1d10">D10</option>
<option value="1d12">D12</option>
</select>
/
<span class="score-type">/</span>
<select class="select-dice" name="attr_atoutDieMax">
<option value="pnj">PNJ</option>
<option value="0">0</option>
@@ -328,7 +329,6 @@
<option value="1d12">D12</option>
</select>
<textarea class='field-desc' name="attr_atoutDesc" placeholder="Description"></textarea>
<!-- <input class="field-desc" style="margin-top: -5px;" type="text" placeholder="Description"/> -->
</fieldset>
</div>
</div>
@@ -340,7 +340,9 @@
<div class="sheet-myRow">
<fieldset class='repeating_jauges'>
<input class="atout-name" type="text" name="attr_jaugeName" placeholder="Nom"/>
<input style="width: 50px;" type="number" name="attr_jaugeCurrent" value="0" min="0"> / <input style="width: 50px;" type="number" name="attr_jaugeMax" value="0" min="0">
<input style="width: 50px;" type="number" name="attr_jaugeCurrent" value="0" min="0">
<span class="score-type">/</span>
<input style="width: 50px;" type="number" name="attr_jaugeMax" value="0" min="0">
<input class="field-desc" type="text" name="attr_jaugeDesc" placeholder="Description"/>
</fieldset>
</div>
@@ -361,7 +363,7 @@
<div class="sheet-myCol sheet-half">
<div class="sheet-myRow sheet-full" style="margin-bottom: 5px;">
<input class="atoutPnj-scoreName" type="text" name="attr_atoutPnjPhyName"/>
(Phy)
<span class="score-type">(Phy)</span>
<select class="select-dice" name="attr_atoutPnjPhyDie">
<option value="0">0</option>
<option value="1d4" selected="selected">D4</option>
@@ -370,7 +372,7 @@
<option value="1d10">D10</option>
<option value="1d12">D12</option>
</select>
/
<span class="score-type">/</span>
<select class="select-dice" name="attr_atoutPnjPhyDieMax">
<option value="0">0</option>
<option value="1d4" selected="selected">D4</option>
@@ -382,7 +384,7 @@
</div>
<div class="sheet-myRow sheet-full" style="margin-bottom: 5px;">
<input class="atoutPnj-scoreName" type="text" name="attr_atoutPnjIntName"/>
(Int)
<span class="score-type">(Int)</span>
<select class="select-dice" name="attr_atoutPnjIntDie">
<option value="0">0</option>
<option value="1d4" selected="selected">D4</option>
@@ -391,7 +393,7 @@
<option value="1d10">D10</option>
<option value="1d12">D12</option>
</select>
/
<span class="score-type">/</span>
<select class="select-dice" name="attr_atoutPnjIntDieMax">
<option value="0">0</option>
<option value="1d4" selected="selected">D4</option>
@@ -403,7 +405,7 @@
</div>
<div class="sheet-myRow sheet-full" style="margin-bottom: 5px;">
<input class="atoutPnj-scoreName" type="text" name="attr_atoutPnjPerName"/>
(Per)
<span class="score-type">(Per)</span>
<select class="select-dice" name="attr_atoutPnjPerDie">
<option value="0">0</option>
<option value="1d4" selected="selected">D4</option>
@@ -412,7 +414,7 @@
<option value="1d10">D10</option>
<option value="1d12">D12</option>
</select>
/
<span class="score-type">/</span>
<select class="select-dice" name="attr_atoutPnjPerDieMax">
<option value="0">0</option>
<option value="1d4" selected="selected">D4</option>
@@ -424,7 +426,7 @@
</div>
<div class="sheet-myRow sheet-full" style="margin-bottom: 5px;">
<input class="atoutPnj-scoreName" type="text" name="attr_atoutPnjSocName"/>
(Soc)
<span class="score-type">(Soc)</span>
<select class="select-dice" name="attr_atoutPnjSocDie">
<option value="0">0</option>
<option value="1d4" selected="selected">D4</option>
@@ -433,7 +435,7 @@
<option value="1d10">D10</option>
<option value="1d12">D12</option>
</select>
/
<span class="score-type">/</span>
<select class="select-dice" name="attr_atoutPnjSocDieMax">
<option value="0">0</option>
<option value="1d4" selected="selected">D4</option>
@@ -455,7 +457,7 @@
<option value="1d10">D10</option>
<option value="1d12">D12</option>
</select>
/
<span class="score-type">/</span>
<select class="select-dice" name="attr_atoutPnjAtoutDieMax1">
<option value="0" selected="selected">0</option>
<option value="1d4">D4</option>
@@ -476,7 +478,7 @@
<option value="1d10">D10</option>
<option value="1d12">D12</option>
</select>
/
<span class="score-type">/</span>
<select class="select-dice" name="attr_atoutPnjAtoutDieMax2">
<option value="0" selected="selected">0</option>
<option value="1d4">D4</option>
@@ -497,7 +499,7 @@
<option value="1d10">D10</option>
<option value="1d12">D12</option>
</select>
/
<span class="score-type">/</span>
<select class="select-dice" name="attr_atoutPnjAtoutDieMax3">
<option value="0" selected="selected">0</option>
<option value="1d4">D4</option>
@@ -524,13 +526,13 @@
</div>
</div>
<!-- GIMMICKS -->
<div class="sheet-myRow sheet-full" style="border-top: 1px solid;">
<div class="sheet-myRow sheet-full sheet-borderTop">
<div class="sheet-myCol sheet-half">
<div class="sheet-textTitle">Gimmicks personnels</div>
<div class="sheet-myRow">
<fieldset class='repeating_gimmPerso'>
<input class="atout-name" style="width:235px" type="text" name="attr_gimmPersoName" placeholder="Nom"/>
<input style="width:70px; color: black; text-align: center; font-weight: bold;" type="text" name="attr_gimmPersoBonus" placeholder="Bonus"/>
<input style="width:70px; text-align: center; font-weight: bold;" type="text" name="attr_gimmPersoBonus" placeholder="Bonus"/>
<textarea name="attr_gimmPersoDesc" class='field-desc' placeholder="Conditions"></textarea>
</fieldset>
</div>
@@ -553,29 +555,29 @@
{{#rollResult}}
<div>Jet: {{poignee}}</div>
<div>Résultat: {{rollResult}}
{{#rollLess() rollResult 3}}
<span style='color: green'>Raté !</span>
{{/rollLess() rollResult 3}}
{{#rollBetween() rollResult 3 5}}
<span style='color: green'>Easy!</span>
{{/rollBetween() rollResult 3 5}}
{{#rollBetween() rollResult 6 8}}
<span style='color: green'>Complexe!</span>
{{/rollBetween() rollResult 6 8}}
{{#rollBetween() rollResult 9 11}}
<span style='color: green'>Ardu!</span>
{{/rollBetween() rollResult 9 11}}
{{#rollBetween() rollResult 12 14}}
<span style='color: green'>Épuisant!</span>
{{/rollBetween() rollResult 12 14}}
<!-- {{#rollLess() rollResult 3}} -->
<!-- <span>Raté !</span> -->
<!-- {{/rollLess() rollResult 3}} -->
<!-- {{#rollBetween() rollResult 3 5}} -->
<!-- <span>Easy!</span> -->
<!-- {{/rollBetween() rollResult 3 5}} -->
<!-- {{#rollBetween() rollResult 6 8}} -->
<!-- <span>Complexe!</span> -->
<!-- {{/rollBetween() rollResult 6 8}} -->
<!-- {{#rollBetween() rollResult 9 11}} -->
<!-- <span>Ardu!</span> -->
<!-- {{/rollBetween() rollResult 9 11}} -->
<!-- {{#rollBetween() rollResult 12 14}} -->
<!-- <span>Épuisant!</span> -->
<!-- {{/rollBetween() rollResult 12 14}} -->
{{#rollBetween() rollResult 15 17}}
<span style='color: green'>Nani?!</span>
<span>Nani?!</span>
{{/rollBetween() rollResult 15 17}}
{{#rollBetween() rollResult 18 20}}
<span style='color: green'>Impensable!</span>
<span>Impensable!</span>
{{/rollBetween() rollResult 18 20}}
{{#rollGreater() rollResult 20}}
<span style='color: green'>Légendaire!</span>
<span>Légendaire!</span>
{{/rollGreater() rollResult 20}}
</div>
{{/rollResult}}
File diff suppressed because it is too large Load Diff
+3 -3
View File
@@ -61,7 +61,7 @@
"choose_2_features": "scegli 2 caratteristiche",
"choose_3_functions": "scegli 3 funzionalità",
"claim_above_the_law": "Sopra la Legge",
"claim_above_the_law_description": "-1 Wanted Level\nif Citizens faction\nstatus is +3",
"claim_above_the_law_description": "-1 Liv. Ricercato\nse status fazione\nCittadinanza +3",
"claim_ancient_altar": "Altare Antico",
"claim_ancient_altar_description": "+1d al tiro ingaggio\nin piani di tipo occulto",
"claim_ancient_gate": "Portale Antico",
@@ -74,8 +74,8 @@
"claim_barracks_description": "+1 scala alle\ncricche di Teppisti",
"claim_bluecoat_confederates": "Giubbe Blu\nComplici",
"claim_bluecoat_confederates_description": "+1d al tiro ingaggio\nin piani di tipo assalto",
"claim_bluecoat_confidants": "Bluecoat\nConfidants",
"claim_bluecoat_confidants_description": "-2 heat per score",
"claim_bluecoat_confidants": "Confidenti\nGiubbe Blu",
"claim_bluecoat_confidants_description": "-2 sospetto per colpo",
"claim_bluecoat_intimidation": "Giubbe Blu\nIntimidite",
"claim_bluecoat_intimidation_description": "-2 Sospetto per colpo",
"claim_catacombs": "Catacombe",
+426 -241
View File
@@ -1,260 +1,445 @@
<div class="container">
<div class="background">
<br />
<div class="transparent-bg centered section">
<img src="https://github.com/Rnedlose/images/blob/main/nedlose%20cover%20title%20and%20border-small.png?raw=true" />
<br />
</div>
<div id="main">
<div class='sheet-2colrow'>
<div class='sheet-col'>
<br/>
<label>Name:</label><input type="text" name="attr_name"><br />
<br/>
<label>Player:</label><input type="text" name="attr_alignment"><br />
<br/>
<label>Kin:</label><input type="text" name="attr_background"><br />
< class="background">
<br />
<div class="transparent-bg centered section">
<img
src="https://github.com/Rnedlose/images/blob/main/nedlose%20cover%20title%20and%20border-small.png?raw=true"
/>
<br />
</div>
<div id="main">
<div class="sheet-2colrow">
<div class="sheet-col">
<br />
<label>Name:</label><input type="text" name="attr_name" /><br />
<br />
<label>Player:</label><input type="text" name="attr_player" /><br />
<br />
<label>Kin:</label><input type="text" name="attr_kin" /><br />
</div>
<div class="sheet-col">
<br />
<label>Class:</label
><input type="text" name="attr_class" /><br />
<br />
<label>Level:</label><input type="text" name="attr_level" /><br />
<br />
<label>XP:</label><input type="text" name="attr_xp" /><br />
</div>
</div>
<div class='sheet-col'>
<br/>
<label>Class:</label><input type="text" name="attr_class"><br />
<br/>
<label>Level:</label><input type="text" name="attr_level"><br />
<br/>
<label>XP:</label><input type="text" name="attr_xp"><br />
<br />
<div class="sheet-col">
<label>Background:</label
><textarea name="attr_story" style="width: 725px"></textarea><br />
</div>
</div>
<br/>
<div class='sheet-col'>
<label>Background:</label><textarea name="attr_story" style="width:725px"></textarea><br />
</div>
</div>
<br />
<br />
<div class='sheet-3colrow'>
<div class='sheet-col'>
<!-- Put the content for the first column here -->
<div id="attributes">
<h3 style="text-align: center; color: #FFF; background-color: #000000;">Strength</h3><br />
</div>
<br />
<br />
<div class="sheet-2colrow">
<div class="sheet-col">
<!-- Put the content for the first column here -->
<div id="attributes">
<h3
style="text-align: center; color: #fff; background-color: #000000"
>
Strength
</h3>
<br />
<div class="sheet-divTable sheet-blueTable">
<div class="sheet-divTableHeading">
<span>
Melee attacks, power, lift
</span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<label>Base/Gear</label><input type="number" name="attr_strength_bonus" value="0" />
<input type="number" name="attr_strength_lootbonus" value="0" />
<button type='roll' value='&{template:default} {{name=Strength Test}} {{Strength=[[1d20+@{strength_bonus}+@{strength_lootbonus}+[[?{modifier|0}]]]]}}' name='roll_strengthTest'></button>
</div>
</div>
<div class="sheet-divTableHeading">
<span> Melee attack and damage and Strength Checks. </span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<label>Score/Modifier</label
><input type="number" name="attr_strength" value="0" />
<input type="number" name="attr_strength_modifier" value="0" />
<button
type="roll"
value="&{template:default} {{name=Strength Check}} {{roll=[[1d20+@{strength_modifier}+[[?{modifier|0}]]]]}}"
name="roll_strengthTest"
></button>
</div>
</div>
<br />
<h3 style="text-align: center; color: #FFF; background-color: #000000;">Dexterity</h3><br />
<div class="sheet-divTableHeading">
<span>
Agility, reflexes, defense
</span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<label>Base/Gear</label><input type="number" name="attr_dexterity_bonus" value="0" />
<input type="number" name="attr_dexterity_lootbonus" value="0" />
<button type='roll' value='&{template:default} {{name=Dexterity Test}} {{Dexterity=[[1d20+@{dexterity_bonus}+@{dexterity_lootbonus}+[[?{modifier|0}]]]]}}' name='roll_dexterityTest'></button>
</div>
</div>
</div>
<br />
<h3 style="text-align: center; color: #FFF; background-color: #000000;">Constitution</h3><br />
<div class="sheet-divTableHeading">
<span>
Health, stamina, sorcery
</span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<label>Base/Gear</label><input type="number" name="attr_constitution_bonus" value="0" />
<input type="number" name="attr_constitution_lootbonus" value="0" />
<button type='roll' value='&{template:default} {{name=Constitution Test}} {{Constitution=[[1d20+@{constitution_bonus}+@{constitution_lootbonus}+[[?{modifier|0}]]]]}}' name='roll_constitutionTest'></button>
</div>
</div>
</div>
<br />
<h3 style="text-align: center; color: #FFF; background-color: #000000;">Intelligence</h3><br />
<div class="sheet-divTableHeading">
<span>
Knowledge, book smarts, arcane magic
</span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<label>Base/Gear</label><input type="number" name="attr_intelligence_bonus" value="0" />
<input type="number" name="attr_intelligence_lootbonus" value="0" />
<button type='roll' value='&{template:default} {{name=Intelligence Test}} {{Intelligence=[[1d20+@{intelligence_bonus}+@{intelligence_lootbonus}+[[?{modifier|0}]]]]}}' name='roll_intelligenceTest'></button>
</div>
</div>
</div>
<br />
<h3 style="text-align: center; color: #FFF; background-color: #000000;">Wisdom</h3><br />
<div class="sheet-divTableHeading">
<span>
Willpower, ranged attacks, patron magic
</span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<label>Base/Gear</label><input type="number" name="attr_wisdom_bonus" value="0" />
<input type="number" name="attr_wisdom_lootbonus" value="0" />
<button type='roll' value='&{template:default} {{name=Wisdom Test}} {{Wisdom=[[1d20+@{wisdom_bonus}+@{wisdom_lootbonus}+[[?{modifier|0}]]]]}}' name='roll_wisdomTest'></button>
</div>
</div>
</div>
<br />
<h3 style="text-align: center; color: #FFF; background-color: #000000;">Charisma</h3><br />
<div class="sheet-divTableHeading">
<span>
Personality, charm, divine magic
</span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<label>Base/Gear</label><input type="number" name="attr_charisma_bonus" value="0" />
<input type="number" name="attr_charisma_lootbonus" value="0" />
<button type='roll' value='&{template:default} {{name=Charisma Test}} {{Charisma=[[1d20+@{charisma_bonus}+@{charisma_lootbonus}+[[?{modifier|0}]]]]}}' name='roll_charismaTest'></button>
</div>
</div>
</div>
<br />
</div>
</div>
</div>
</div>
<div class='sheet-col'>
<div id="Armor and Ud">
</div>
<h3 style="text-align: center; color: #FFF; background-color: #000000;">Defense</h3><br />
<div class="sheet-divTable sheet-blueTable">
<div class="sheet-divTableHeading">
<span>
Dexterity + Shield/Helm/Gear Mods
</span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<input type="number" name="attr_defense_bonus" value="@{dexterity_bonus}+@{dexterity_lootbonus}+@{gear_defense_bonus}" disabled />
<input type="number" name="attr_gear_defense_bonus" value="0" />
<button type='roll' value='&{template:default} {{name=Defense Test}} {{Defense=[[1d20+@{defense_bonus}+[[?{modifier|0}]]]]}}' name='roll_defenseTest'></button>
</div>
</div>
<br />
<h3
style="text-align: center; color: #fff; background-color: #000000"
>
Dexterity
</h3>
<br />
<div class="sheet-divTable sheet-blueTable">
<div class="sheet-divTableHeading">
<span> Defense and Dexterity Checks. </span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<label>Score/Modifier</label
><input type="number" name="attr_dexterity" value="0" />
<input type="number" name="attr_dexterity_modifier" value="0" />
<button
type="roll"
value="&{template:default} {{name=Dexterity Check}} {{roll=[[1d20+@{dexterity_modifier}+[[?{modifier|0}]]]]}}"
name="roll_dexterityTest"
></button>
</div>
</div>
</div>
<br />
<h3 style="text-align: center; color: #FFF; background-color: #000000;">Armor</h3><br />
<div class="sheet-divTableHeading">
<div class="sheet-divTableRow">
<input type="checkbox" id="lightArmor" name="attr_lightArmor">
<label for="lightArmor">1)Armor Soak 1 </label>
<input type="checkbox" id="medArmor" name="attr_medArmor">
<label for="medArmor">1)Armor Soak 2 - Hard Stealth </label>
<input type="checkbox" id="hvyArmor" name="attr_hvyArmor">
<label for="hvyArmor">1)Armor Soak 3 - Hard Dex </label>
<br />
</div>
<br />
<h3
style="text-align: center; color: #fff; background-color: #000000"
>
Constitution
</h3>
<br />
<div class="sheet-divTable sheet-blueTable">
<div class="sheet-divTableHeading">
<span> Health Points and Body Checks. </span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<label>Score/Modifier</label
><input type="number" name="attr_constitution" value="0" />
<input type="number" name="attr_constitution_modifier" value="0" />
<button
type="roll"
value="&{template:default} {{name=Constitution Check}} {{roll=[[1d20+@{constitution_modifier}+[[?{modifier|0}]]]]}}"
name="roll_constitutionTest"
></button>
</div>
</div>
</div>
<h3 style="text-align: center; color: #FFF; background-color: #000000;">KO'd</h3><br />
<button type='roll' value='&{template:default} {{name=Knocked Out Roll}} {{[[1d6]]}}' name='roll_deathCheck'>Death 1d6</button>
<br />
<br />
<input type="checkbox" id="knockedout" name="attr_knockedout">
<label for="knockedout">1) Knocked Out - For d4 rounds, then +1d4hp </label>
<input type="checkbox" id="concussed" name="attr_concussed">
<label for="concussed">2) Concussed - All Tests Hard rest of session</label>
<input type="checkbox" id="fractured" name="attr_fractured">
<label for="fractured">3) Fractured - Str/Dex Tests Hard rest of session</label>
<input type="checkbox" id="disfigured" name="attr_disfigured">
<label for="disfigured">4) Disfigured - -1 Cha until Healed - leaves a scar</label>
<input type="checkbox" id="maimed" name="attr_maimed">
<label for="maimed">5) Maimed - -1 Str or Dex permanently - leaves a scar</label>
<input type="checkbox" id="hemorrhaging" name="attr_hemorrhaging">
<label for="hemorrhaging">6) Hemorrhaging - Death in d4 hours unless Healed</label>
<br />
<br />
<br />
<br />
<br />
</div>
<div class='sheet-col'>
<!-- Third column -->
<h3 style="text-align: center; color: #FFF; background-color: #000000;">Hit Points(HP)</h3><br />
<input style="attr-align: center; width:60px" type="number" name="attr_healthCount" value="0">
<input style="attr-align: center; width:60px" type="number" name="attr_healthCountMax" value="0">
<br />
<br />
<h3 style="text-align: center; color: #FFF; background-color: #000000;">Casting Points(CP)</h3><br />
<input style="attr-align: center; width:60px" type="number" name="attr_cpCount" value="0">
<input style="attr-align: center; width:60px" type="number" name="attr_cpCountMax" value="0">
<br />
<br />
<br />
<br />
<h3 style="text-align: center; color: #FFF; background-color: #000000;">Luck Points</h3><br />
<input type="checkbox" id="luckpoint1" name="attr_luckpoint1">
<label for="luckpoint1">Luck Point 1</label>
<input type="checkbox" id="luckpoint2" name="attr_luckpoint2">
<label for="luckpoint2">Luck Point 2</label>
<input type="checkbox" id="luckpoint3" name="attr_luckpoint3">
<label for="luckpoint3">Luck Point 3</label>
<input type="checkbox" id="luckpoint4" name="attr_luckpoint4">
<label for="luckpoint4">Luck Point 4</label>
<input type="checkbox" id="luckpoint5" name="attr_luckpoint4">
<label for="luckpoint4">Luck Point 5</label>
<input type="checkbox" id="luckpoint6" name="attr_luckpoint4">
<label for="luckpoint4">Luck Point 6</label>
<input type="checkbox" id="luckpoint7" name="attr_luckpoint4">
<label for="luckpoint4">Luck Point 7</label>
<input type="checkbox" id="luckpoint8" name="attr_luckpoint4">
<label for="luckpoint4">Luck Point 8</label>
<input type="checkbox" id="luckpoint9" name="attr_luckpoint4">
<label for="luckpoint4">Luck Point 9</label>
<input type="checkbox" id="luckpoint10" name="attr_luckpoint4">
<label for="luckpoint4">Luck Point 10</label>
<br />
<br />
</div>
</div>
<br />
<h3 style="text-align: center; color: #FFF; background-color: #000000;">Gear Slots - Con + 10</h3><br />
<div class='sheet-2colrow'>
<div class='sheet-col'>
<div id="Equipped">
</div>
<br />
<h3
style="text-align: center; color: #fff; background-color: #000000"
>
Intelligence
</h3>
<br />
<div class="sheet-divTable sheet-blueTable">
<div class="sheet-divTableHeading">
<span> Arcane magic and Intelligence Checks. </span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<label>Score/Modifier</label
><input type="number" name="attr_intelligence" value="0" />
<input
type="number"
name="attr_intelligence_modifier"
value="0"
/>
<button
type="roll"
value="&{template:default} {{name=Intelligence Check}} {{roll=[[1d20+@{intelligence_modifier}+[[?{modifier|0}]]]]}}"
name="roll_intelligenceTest"
></button>
</div>
</div>
</div>
</div>
<br />
<h3
style="text-align: center; color: #fff; background-color: #000000"
>
Wisdom
</h3>
<br />
<div class="sheet-divTable sheet-blueTable">
<div class="sheet-divTableHeading">
<span> Ranged attacks and Wisdom Checks. </span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<label>Score/Modifier</label
><input type="number" name="attr_wisdom" value="0" />
<input
type="number"
name="attr_wisdom_modifier"
value="0"
/>
<button
type="roll"
value="&{template:default} {{name=Wisdom Check}} {{roll=[[1d20+@{wisdom_modifier}+[[?{modifier|0}]]]]}}"
name="roll_wisdomTest"
></button>
</div>
</div>
</div>
</div>
<br />
<h3
style="text-align: center; color: #fff; background-color: #000000"
>
Charisma
</h3>
<br />
<div class="sheet-divTable sheet-blueTable">
<div class="sheet-divTableHeading">
<span> Divine magic and Charisma Checks. </span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<label>Score/Modifier</label
><input type="number" name="attr_charisma" value="0" />
<input type="number" name="attr_charisma_modifier" value="0" />
<button
type="roll"
value="&{template:default} {{name=Charisma Check}} {{roll=[[1d20+@{charisma_modifier}+[[?{modifier|0}]]]]}}"
name="roll_charismaTest"
></button>
</div>
</div>
</div>
</div>
<br />
<h3
style="text-align: center; color: #fff; background-color: #000000"
>
Luck
</h3>
<br />
<div class="sheet-divTable sheet-blueTable">
<div class="sheet-divTableHeading">
<span> Luck Points and Luck of the Gods. </span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<label>Score/Modifier/Luck Points/Luck Points Max</label
><input type="number" name="attr_luck" value="0" />
<input type="number" name="attr_luck_modifier" value="0" />
<button
type="roll"
value="&{template:default} {{name=Luck Check}} {{roll=[[1d20+@{luck_modifier}+[[?{modifier|0}]]]]}}"
name="roll_luckTest"
></button>
<input
style="attr-align: center; width: 60px"
type="number"
name="attr_luckCount"
value="0"
/>
<input
style="attr-align: center; width: 60px"
type="number"
name="attr_luckCountMax"
value="10"
/>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="sheet-col">
<div id="Armor and Misc"></div>
<h3 style="text-align: center; color: #fff; background-color: #000000">
Combat Bonus
</h3>
<br />
<div class="sheet-divTable sheet-blueTable">
<div class="sheet-divTableHeading">
<span> Combat Bonuses for Melee and Ranged Attack Rolls </span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<label>Base Class/Misc Melee/Misc Ranged</label
><input type="number" name="attr_class_atk_bonus" value="0" />
<input type="number" name="attr_misc_melee_bonus" value="0" />
<input type="number" name="attr_misc_ranged_bonus" value="0" />
<label>Total Melee Combat Bonus</label
><input
type="number"
name="attr_melee_bonus"
value="@{strength_modifier}+@{class_atk_bonus}+@{misc_melee_bonus}"
disabled
/>
<button
type="roll"
value="&{template:default} {{name=Melee Attack}} {{Attack=[[1d20+@{melee_bonus}+[[?{modifier|0}]]]]}}"
name="roll_meleeAtk"
></button>
<label>Total Ranged Combat Bonus</label
><input
type="number"
name="attr_ranged_bonus"
value="@{wisdom_modifier}+@{class_atk_bonus}+@{misc_ranged_bonus}"
disabled
/>
<button
type="roll"
value="&{template:default} {{name=Ranged Attack}} {{Attack=[[1d20+@{ranged_bonus}+[[?{modifier|0}]]]]}}"
name="roll_rangedAtk"
></button>
</div>
</div>
</div>
</div>
<br />
<h3 style="text-align: center; color: #fff; background-color: #000000">
Magick Bonus
</h3>
<br />
<div class="sheet-divTable sheet-blueTable">
<div class="sheet-divTableHeading">
<span> Magick Bonus for spell casting </span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<label>Base Class Magick Bonus</label
><input type="number" name="attr_class_cast_bonus" value="0" />
<label>Attribute Modifier (Int or Cha)</label
><input
type="number"
name="attr_class_cast_attr_bonus"
value="0"
/>
<label>Total Magick Bonus</label
><input
type="number"
name="attr_total_cast_bonus"
value="@{class_cast_bonus}+@{class_cast_attr_bonus}"
disabled
/>
<button
type="roll"
value="&{template:default} {{name=Casting Check}} {{Casting Check=[[1d20+@{total_cast_bonus}+[[?{modifier|0}]]]]}}"
name="roll_castRoll"
></button>
</div>
</div>
</div>
</div>
<br />
<h3 style="text-align: center; color: #fff; background-color: #000000">
Defense
</h3>
<br />
<div class="sheet-divTable sheet-blueTable">
<div class="sheet-divTableHeading">
<span> 10 + Armor/Shield/Helm/Gear/Dex Bonus </span>
<div class="sheet-divTableRow">
<div class="sheet-divTableHeading">
<label>Total Defense/Modifiers</label
><input
type="number"
name="attr_defense_bonus"
value="@10+@{gear_defense_bonus}"
disabled
/>
<input type="number" name="attr_gear_defense_bonus" value="0" />
</div>
</div>
</div>
</div>
<br />
<h3 style="text-align: center; color: #fff; background-color: #000000">
Health Points(HP)
</h3>
<br />
<div class="sheet-divTableHeading">
<span> Start with Max Class HD + Con Mod. Gain HD + Con Mod per Level. </span>
<div class="sheet-divTableHeading">
<label>Current HP/Max HP</label
><input
style="attr-align: center; width: 60px"
type="number"
name="attr_healthCount"
value="0"
/>
<input
style="attr-align: center; width: 60px"
type="number"
name="attr_healthCountMax"
value="0"
/>
</div>
</div>
<br />
<h3 style="text-align: center; color: #fff; background-color: #000000">
Mana Points(MP)
</h3>
<br />
<div class="sheet-divTableHeading">
<span>
Casters start with mana points as dictated in each Class.
</span>
<div class="sheet-divTableHeading">
<label>Current MP/Max MP</label
><input
style="attr-align: center; width: 60px"
type="number"
name="attr_mpCount"
value="0"
/>
<input
style="attr-align: center; width: 60px"
type="number"
name="attr_mpCountMax"
value="0"
/>
</div>
</div>
</div>
</div>
<br />
<div class="sheet-2colrow">
<div class="sheet-col">
<div id="Features">
<h3
style="text-align: center; color: #fff; background-color: #000000"
>
Class and Kin Features
</h3>
<br />
<label>Class and Kin Features:</label
><textarea
name="attr_class_kin_feature"
style="width: 332.5px"
></textarea
><br />
</div>
</div>
<div class="sheet-col">
<div id="Spells">
<h3
style="text-align: center; color: #fff; background-color: #000000"
>
Spells
</h3>
<br />
<label>Spells Known:</label
><textarea name="attr_spells" style="width: 332.5px"></textarea><br />
</div>
</div>
</div>
<br />
<h3 style="text-align: center; color: #fff; background-color: #000000">
Gear Slots = Str Score + 5(Max 20)
</h3>
<br />
<div class="sheet-2colrow">
<div class="sheet-col">
<div id="Equipped">
<label>Fast Slots</label>
<label>Start with 6 Fast</label>
<fieldset class="repeating_gear" name="repeating_gear">
<input type=text name="attr_gear" style="width:332.5px">
<input type="text" name="attr_gear" style="width: 332.5px" />
</fieldset>
</div>
</div>
</div>
<div class='sheet-col'>
<div id="Carried">
<div class="sheet-col">
<div id="Carried">
<label>Packed Slots</label>
<label>All other Slots are Packed</label>
<fieldset class="repeating_equipment" name="repeating_equipment">
<input type=text name="attr_equipment" style="width:332.5px">
<input type="text" name="attr_equipment" style="width: 332.5px" />
</fieldset>
</div>
</div>
</div>
<br />
<div class="sheet-col">
<label>Notes:</label
><textarea name="attr_notes" style="width: 725px"></textarea><br />
</div>
</div>
</div>
<br />
<div class='sheet-2colrow'>
<div class='sheet-col'>
<div id="Features">
<h3 style="text-align: center; color: #FFF; background-color: #000000;">Features</h3><br />
<label>Class and Kin Features/Specials:</label><textarea name="attr_feature" style="width:332.5px"></textarea><br />
</div>
</div>
<div class='sheet-col'>
<div id="Spells">
<h3 style="text-align: center; color: #FFF; background-color: #000000;">Spells</h3><br />
<label>Spells Known:</label><textarea name="attr_spells" style="width:332.5px"></textarea><br />
</div>
</div>
</div>
<div class='sheet-col'>
<label>Notes:</label><textarea name="attr_notes" style="width:725px"></textarea><br />
</div>
</div>
+367 -367
View File
@@ -1,387 +1,387 @@
{
"npc-options-u": "NPC OPTIONS",
"name-u": "NAME",
"npc-type-u": "NPC TYPE",
"armor-class-u": "ARMOR CLASS",
"type-u": "TYPE",
"hit-points-u": "HIT POINTS",
"npc-options-u": "OPZIONI PNG",
"name-u": "NOME",
"npc-type-u": "TIPO PNG",
"armor-class-u": "CLASSE ARMATURA",
"type-u": "TIPO",
"hit-points-u": "PUNTI FERITA",
"formula-u": "FORMULA",
"speed-u": "SPEED",
"attributes-u": "ATTRIBUTES",
"str-u": "STR",
"dex-u": "DEX",
"con-u": "CON",
"speed-u": "VELOCITÀ",
"attributes-u": "CARATTERISTICHE",
"str-u": "FOR",
"dex-u": "DES",
"con-u": "COS",
"int-u": "INT",
"wis-u": "WIS",
"cha-u": "CHA",
"saves-u": "SAVES",
"skills-u": "SKILLS",
"acrobatics-u": "ACROBATICS",
"animal_handling-u": "ANIMAL HANDLING",
"wis-u": "SAG",
"cha-u": "CAR",
"saves-u": "TIRI SALVEZZA",
"skills-u": "ABILITÀ",
"acrobatics-u": "ACROBAZIA",
"animal_handling-u": "ADDESTRARE ANIMALI",
"arcana-u": "ARCANA",
"athletics-u": "ATHLETICS",
"deception-u": "DECEPTION",
"history-u": "HISTORY",
"insight-u": "INSIGHT",
"intimidation-u": "INTIMIDATION",
"investigation-u": "INVESTIGATION",
"medicine-u": "MEDICINE",
"nature-u": "NATURE",
"perception-u": "PERCEPTION",
"performance-u": "PERFORMANCE",
"persuasion-u": "PERSUASION",
"religion-u": "RELIGION",
"sleight_of_hand-u": "SLEIGHT_OF_HAND",
"stealth-u": "STEALTH",
"survival-u": "SURVIVAL",
"damage-vuln-u": "DAMAGE VULNERABILITIES",
"damage-res-u": "DAMAGE RESISTANCES",
"damage-imm-u": "DAMAGE IMMUNITIES",
"cond-imm-u": "CONDITION IMMUNITIES",
"senses-u": "SENSES",
"langs-u": "LANGUAGES",
"challenge-u": "CHALLENGE",
"xp-u": "XP",
"token_size-u": "TOKEN SIZE",
"spellcast-npc-u": "SPELLCASTING NPCSPELLCASTING ABILITY\n \n NONE\n STRENGTH\n DEXTERITY\n CONSTITUTION\n INTELLIGENCE\n WISDOM\n CHARISMA",
"spell-ability-u": "SPELLCASTING ABILITY",
"none-u": "NONE",
"strength-u": "STRENGTH",
"dexterity-u": "DEXTERITY",
"constitution-u": "CONSTITUTION",
"intelligence-u": "INTELLIGENCE",
"wisdom-u": "WISDOM",
"charisma-u": "CHARISMA",
"glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:",
"magic-caster-lvl:-u": "MAGIC CASTER LEVEL:",
"spell_dc_mod:-u": "SPELL SAVE DC MOD:",
"has-bonusaction-u": "HAS BONUS ACTIONS",
"has-reaction-u": "HAS REACTIONS",
"leg-actions:-u": "LEGENDARY ACTIONS:",
"myt-actions:-u": "MYTHIC ACTIONS:",
"gen-opts-u": "GENERAL OPTIONS",
"npc-u": "NPC",
"roll-queries:-u": "ROLL QUERIES:",
"always-adv": "Always Roll Advantage",
"adv-toggle": "Advantage Toggle",
"query-adv": "Query Advantage",
"never-adv": "Never Roll Advantage",
"whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:",
"never-whisper-roll": "Never Whisper Rolls",
"toggle-roll-whisper": "Whisper Toggle",
"query-whisper-roll": "Query Whisper",
"always-whisper-roll": "Always Whisper Rolls",
"auto-dmg-roll:-u": "AUTO DAMAGE ROLL:",
"never-dmg": "Don't Auto Roll Damage",
"always-dmg": "Auto Roll Damage & Crit",
"npc-name-in-rolls:-u": "NPC NAME IN ROLLS:",
"show": "Show",
"hide": "Hide",
"add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE",
"ac": "Armor Class",
"init-u": "INITIATIVE",
"hp": "Hit Points",
"speed": "Speed",
"saving-throw": "Saving Throws",
"str": "Str",
"dex": "Dex",
"con": "Con",
"athletics-u": "ATLETICA",
"deception-u": "INGANNO",
"history-u": "STORIA",
"insight-u": "INTUIZIONE",
"intimidation-u": "INTIMIDIRE",
"investigation-u": "INDAGARE",
"medicine-u": "MEDICINA",
"nature-u": "NATURA",
"perception-u": "PERCEZIONE",
"performance-u": "INTRATTENERE",
"persuasion-u": "PERSUASIONE",
"religion-u": "RELIGIONE",
"sleight_of_hand-u": "RAPIDITÀ DI MANO",
"stealth-u": "FURTIVITÀ",
"survival-u": "SOPRAVVIVENZA",
"damage-vuln-u": "VULNERABILITÀ AI DANNI",
"damage-res-u": "RESISTENZA AI DANNI",
"damage-imm-u": "IMMUNITÀ AI DANNI",
"cond-imm-u": "IMMUNITÀ ALLE CONDIZIONI",
"senses-u": "SENSI",
"langs-u": "LINGUAGGI",
"challenge-u": "SFIDA",
"xp-u": "PE",
"token_size-u": "DIMENSIONE TOKEN",
"spellcast-npc-u": "INCANTESIMI ABILITÀ MAGICHE PNG\n \n NESSUNA\n FORZA\n DESTREZZA\n COSTITUZIONE\n INTELLIGENZA\n SAGGEZZA\n CARISMA",
"spell-ability-u": "ABILITÀ MAGICHE",
"none-u": "NESSUNA",
"strength-u": "FORZA",
"dexterity-u": "DESTREZZA",
"constitution-u": "COSTITUZIONE",
"intelligence-u": "INTELLIGENZA",
"wisdom-u": "SAGGEZZA",
"charisma-u": "CARISMA",
"glob-atk-mod:-u": "MOD. ATTACCO MAGICO GLOBALE:",
"magic-caster-lvl:-u": "LIVELLO INCANTATORE:",
"spell_dc_mod:-u": "MOD. CD TS INCANTESIMI:",
"has-bonusaction-u": "HA AZIONI BONUS",
"has-reaction-u": "HA REAZIONI",
"leg-actions:-u": "AZIONI LEGGENDARIE:",
"myt-actions:-u": "AZIONI MITICHE:",
"gen-opts-u": "OPZIONI GENERALI",
"npc-u": "PNG",
"roll-queries:-u": "OPZIONI LANCIO:",
"always-adv": "Lancia Sempre con Vantaggio",
"adv-toggle": "Attiva Vantaggio",
"query-adv": "Chiedi Vantaggio",
"never-adv": "Non Lanciare Mai con Vantaggio",
"whisp-rolls-gm:-u": "INVIA TIRI AL GM:",
"never-whisper-roll": "Non inviare mai direttamente i Tiri",
"toggle-roll-whisper": "Attiva Invio diretto",
"query-whisper-roll": "Opzioni Invio Diretto",
"always-whisper-roll": "Invia sempre direttamente i tiri",
"auto-dmg-roll:-u": "TIRO DANNI AUTOMATICO:",
"never-dmg": "Non Tirare i Danni in Automatico",
"always-dmg": "Lancia sempre Danno e Critico",
"npc-name-in-rolls:-u": "NOME PNG NEI TIRI:",
"show": "Mostra",
"hide": "Nascondi",
"add-dex-tiebreaker-u": "AGGIUNGI SPAREGGIO SU DES ALL'INIZIATIVA",
"ac": "Classe Armatura",
"init-u": "INIZIATIVA",
"hp": "Punti Ferita",
"speed": "Velocità",
"saving-throw": "Tiri Salvezza",
"str": "For",
"dex": "Des",
"con": "Cos",
"int": "Int",
"wis": "Wis",
"cha": "Cha",
"skills": "Skills",
"acrobatics": "Acrobatics",
"animal_handling": "Animal handling",
"arcana": "Arcana",
"athletics": "Athletics",
"deception": "Deception",
"history": "History",
"insight": "Insight",
"intimidation": "Intimidation",
"investigation": "Investigation",
"medicine": "Medicine",
"nature": "Nature",
"perception": "Perception",
"performance": "Performance",
"persuasion": "Persuasion",
"religion": "Religion",
"sleight_of_hand": "Sleight_of_hand",
"stealth": "Stealth",
"survival": "Survival",
"dmg-vuln": "Damage Vulnerabilities",
"dmg-res": "Damage Resistances",
"dmg-imm": "Damage Immunities",
"cond-imm": "Condition Immunities",
"senses": "Senses",
"langs": "Languages",
"challenge": "Challenge",
"name:-u": "NAME:",
"bonus-actions": "Bonus Actions",
"attack-u": "ATTACK",
"type:-u": "TYPE:",
"melee": "Melee",
"ranged": "Ranged",
"range-reach:-u": "RANGE/REACH:",
"to-hit:-u": "TO HIT:",
"target:-u": "TARGET:",
"on-hit:-u": "ON HIT:",
"on-hit2:-u": "ON HIT 2:",
"desc:-u": "DESCRIPTION:",
"damage:-u": "DAMAGE:",
"hit:": "Hit:",
"actions": "Actions",
"reactions": "Reactions",
"leg-actions": "Legendary Actions",
"Alignment": "Alignment",
"Player Name": "Player Name",
"Class": "Class",
"Level": "Level",
"wis": "Sag",
"cha": "Car",
"skills": "Abilità ",
"acrobatics": "Acrobazia",
"animal_handling": "Addestrare Animali",
"arcana": "Arcano",
"athletics": "Atletica",
"deception": "Ingannare",
"history": "Storia",
"insight": "Intuizione",
"intimidation": "Intimidire",
"investigation": "Indagare",
"medicine": "Medicina",
"nature": "Natura",
"perception": "Percezione ",
"performance": "Intrattenere",
"persuasion": "Persuasione",
"religion": "Religione",
"sleight_of_hand": "Rapidità_di_Mano",
"stealth": "Furtività",
"survival": "Sopravvivenza",
"dmg-vuln": "Vulnerabilità ai Danni",
"dmg-res": "Resistenze ai Danni",
"dmg-imm": "Immunità ai Danni",
"cond-imm": "Immunità alle Condizioni",
"senses": "Sensi",
"langs": "Linguaggi",
"challenge": "Sfida",
"name:-u": "NOME:",
"bonus-actions": "Azione bonus",
"attack-u": "ATTACCO",
"type:-u": "TIPO:",
"melee": "Mischia",
"ranged": "A distanza",
"range-reach:-u": "GITTATA/PORTATA",
"to-hit:-u": "PER COLPIRE:",
"target:-u": "BERSAGLIO:",
"on-hit:-u": "COLPITO:",
"on-hit2:-u": "COLPITO 2:",
"desc:-u": "DESCRIZIONE:",
"damage:-u": "DANNO:",
"hit:": "Colpo:",
"actions": "Azioni",
"reactions": "Reazioni",
"leg-actions": "Azioni Leggendarie",
"Alignment": "Allineamento",
"Player Name": "Nome del giocatore",
"Class": "Classe",
"Level": "Livello",
"Background": "Background",
"Character Name": "Character Name",
"Race": "Race",
"ADVANTAGE": "ADVANTAGE",
"NORMAL": "NORMAL",
"DISADVANTAGE": "DISADVANTAGE",
"public": "PUBLIC",
"WHISPER": "WHISPER",
"CORE": "CORE",
"SPELLS & MOVES": "SPELLS & MOVES",
"Character Name": "Nome personaggio",
"Race": "Razza",
"ADVANTAGE": "VANTAGGIO",
"NORMAL": "NORMALE",
"DISADVANTAGE": "SVANTAGGIO",
"public": "PUBBLICO",
"WHISPER": "MESSAGGIO DIRETTO",
"CORE": "SCHEDA",
"SPELLS & MOVES": "INCANTESIMI E MOSSE",
"BIO": "BIO",
"AC": "AC",
"Speed": "Speed",
"Initiative": "initative",
"Personality Traits": "Personality Traits",
"Ideals": "Ideals",
"Bonds": "Bonds",
"Flaws": "Flaws",
"Bounty": "Bounty",
"Hitpoints": "Hitpoints",
"Temporary HP": "Temporary HP",
"Hit Dice": "Hit Dice",
"Exhaustion": "Exhaustion",
"Knocks": "Knocks",
"death-saves-u": "DEATH SAVES",
"successes-u": "SUCCESSES",
"failures-u": "FAILURES",
"item-name-u": "ITEM NAME",
"equipped-u": "EQUIPPED",
"use-as-resource-u": "USE AS A RESOURCE",
"has-attack-u": "HAS AN ATTACK",
"AC": "CA",
"Speed": "Velocità",
"Initiative": "iniziativa",
"Personality Traits": "Tratti Personalità",
"Ideals": "Ideali",
"Bonds": "Legami",
"Flaws": "Difetti",
"Bounty": "Taglia",
"Hitpoints": "Punti Ferita",
"Temporary HP": "PF Temporanei",
"Hit Dice": "Dado Vita",
"Exhaustion": "Indebolimento",
"Knocks": "Colpi",
"death-saves-u": "TS CONTRO MORTE",
"successes-u": "SUCCESSI",
"failures-u": "FALLIMENTI",
"item-name-u": "NOME OGGETTO",
"equipped-u": "EQUIPAGGIATO",
"use-as-resource-u": "USO COME RISORSA",
"has-attack-u": "HA UN ATTACCO",
"prop:-u": "PROP:",
"mods:-u": "MODS:",
"total-weight-u": "TOTAL WEIGHT",
"Equipment": "Equipment",
"atk-u": "ATK",
"dmg-type-u": "DAMAGE/TYPE",
"attack:-u": "Attack:",
"spell-u": "SPELL",
"proficient-u": "PROFICIENT",
"range:-u": "RANGE:",
"magic-bonus:-u": "MAGIC BONUS:",
"crit-range-u": "CRIT RANGE:",
"crit:-u": "CRIT:",
"damage2:-u": "DAMAGE2:",
"saving-throw:-u": "SAVING THROW:",
"vs-dc:-u": "VS DC:",
"flat-u": "FLAT",
"save-effect:-u": "SAVE EFFECT:",
"ammunition:-u": "AMMUNITION:",
"description:-u": "DESCRIPTION:",
"global-attack-u": "GLOBAL ATTACK MODIFIER",
"roll:-u": "ROLL:",
"global-damage-u": "GLOBAL DAMAGE MODIFIER",
"dmg:-u": "Damage:",
"critical-dmg:-u": "CRITICAL DAMAGE:",
"Attacks & Spellcasting": "Attacks & Spellcasting",
"Proficiency Bonus": "Proficiency Bonus",
"strength": "Strength",
"dexterity": "Dexterity",
"constitution": "Constitution",
"intelligence": "Intelligence",
"wisdom": "Wisdom",
"charisma": "Charisma",
"Inspiration": "Inspiration",
"acrobatics-core": "Acrobatics (Dex)",
"animal_handling-core": "Animal Handling (Wis)",
"mods:-u": "MOD:",
"total-weight-u": "PESO TOTALE",
"Equipment": "Equipaggiamento",
"atk-u": "ATT",
"dmg-type-u": "DANNO/TIPO",
"attack:-u": "Attacco:",
"spell-u": "INCANTESIMO",
"proficient-u": "COMPETENTE",
"range:-u": "GITTATA:",
"magic-bonus:-u": "BONUS MAGICO:",
"crit-range-u": "SOGLIA CRITICO:",
"crit:-u": "CRITICO:",
"damage2:-u": "DANNO 2:",
"saving-throw:-u": "TIRI SALVEZZA:",
"vs-dc:-u": "VS CD:",
"flat-u": "FISSO",
"save-effect:-u": "IN CASO DI SUCCESSO:",
"ammunition:-u": "MUNIZIONI:",
"description:-u": "DESCRIZIONE:",
"global-attack-u": "MOD. ATTACCO GLOBALE",
"roll:-u": "TIRO:",
"global-damage-u": "MOD. DANNO GLOBALE",
"dmg:-u": "Danno:",
"critical-dmg:-u": "DANNO CRITICO:",
"Attacks & Spellcasting": "Attacchi e Incantesimi",
"Proficiency Bonus": "Bonus competenza",
"strength": "Forza",
"dexterity": "Destrezza",
"constitution": "Costituzione",
"intelligence": "Intelligenza",
"wisdom": "Saggezza",
"charisma": "Carisma",
"Inspiration": "Ispirazione",
"acrobatics-core": "Acrobazia (Des)",
"animal_handling-core": "Addestrare Animali (Sag)",
"arcana-core": "Arcana (Int)",
"athletics-core": "Athletics (Str)",
"deception-core": "Deception (Cha)",
"history-core": "History (Int)",
"insight-core": "Insight (Wis)",
"intimidation-core": "Intimidation (Cha)",
"investigation-core": "Investigation (Int)",
"medicine-core": "Medicine (Wis)",
"nature-core": "Nature (Int)",
"perception-core": "Perception (Wis)",
"performance-core": "Performance (Cha)",
"persuasion-core": "Persuasion (Cha)",
"religion-core": "Religion (Int)",
"sleight_of_hand-core": "Sleight of Hand (Dex)",
"stealth-core": "Stealth (Dex)",
"survival-core": "Survival (Wis)",
"Passive Perception": "Passive Perception",
"athletics-core": "Atletica (For)",
"deception-core": "Inganno (Car)",
"history-core": "Storia (Int)",
"insight-core": "Intuizione (Sag)",
"intimidation-core": "Intimidire (Car)",
"investigation-core": "Indagare (Int)",
"medicine-core": "Medicina (Sag)",
"nature-core": "Natura (Int)",
"perception-core": "Percezione (Sag)",
"performance-core": "Intrattenere (Car)",
"persuasion-core": "Persuasione (Car)",
"religion-core": "Religione (Int)",
"sleight_of_hand-core": "Rapidità di Mano (Des)",
"stealth-core": "Furtività (Des)",
"survival-core": "Sopravvivenza (Sag)",
"Passive Perception": "Percezione Passiva",
"L": "L",
"P": "P",
"S": "S",
"G": "G",
"feats-traits-u": "FEATURES & TRAITS",
"source:-u": "SOURCE:",
"racial": "Racial",
"class": "Class",
"feat": "Feat",
"feats-traits-u": "CARATTERISTICHE E TRATTI",
"source:-u": "FONTE:",
"racial": "Razziale",
"class": "Classe",
"feat": "Talento",
"background": "Background",
"other": "Other",
"source-type:-u": "SOURCE TYPE:",
"moves-u": "Moves",
"total": "total",
"current": "current",
"None": "None",
"Strength": "Strength",
"Dexterity": "Dexterity",
"Constitution": "Constitution",
"Intelligence": "Intelligence",
"Wisdom": "Wisdom",
"Charisma": "Charisma",
"Spellcasting Ability": "Spellcasting Ability",
"Spell Save DC": "Spell Save DC",
"Spell Attack Bonus": "Spell Attack Bonus",
"other": "Altro",
"source-type:-u": "TIPO FONTE:",
"moves-u": "Mosse",
"total": "totali",
"current": "attuali",
"None": "Nessuno",
"Strength": "Forza",
"Dexterity": "Destrezza",
"Constitution": "Costituzione",
"Intelligence": "Intelligenza",
"Wisdom": "Saggezza",
"Charisma": "Carisma",
"Spellcasting Ability": "Abilità Magiche",
"Spell Save DC": "CD contro Incantesimi",
"Spell Attack Bonus": "Bonus Attacco Magico",
"spell-ritual": "R",
"spell-concentration": "C",
"spell-component-verbal": "V",
"spell-component-somatic": "S",
"spell-component-material": "M",
"school:-u": "SCHOOL:",
"abjuration": "Abjuration",
"conjuration": "Conjuration",
"divination": "Divination",
"enchantment": "Enchantment",
"evocation": "Evocation",
"illusion": "Illusion",
"necromancy": "Necromancy",
"transmutation": "Transmutation",
"ritual-u": "RITUAL",
"casting-time:-u": "CASTING TIME:",
"components:-u": "COMPONENTS:",
"concentration-u": "CONCENTRATION",
"duration:-u": "DURATION:",
"innate:-u": "INNATE:",
"output:-u": "OUTPUT:",
"spellcard-u": "SPELLCARD",
"spell-atk:-u": "SPELL ATTACK:",
"none": "None",
"healing:-u": "HEALING:",
"add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING",
"cantrip-progression:-u": "CANTRIP PROGRESSION",
"cantrip-dice-u": "CANTRIP DICE",
"cantrip-beam-u": "CANTRIP BEAM",
"effect:-u": "EFFECT:",
"at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:",
"include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:",
"off": "Off",
"partial": "Partial",
"on": "On",
"class:-u": "CLASS:",
"at-higher-lvl:-u": "AT HIGHER LEVELS:",
"Appearance": "Appearance",
"Build": "Build",
"Eyes": "Eyes",
"Hair": "Hair",
"Skin": "Skin",
"Misdeeds": "Misdeeds",
"Allies & Organizations": "Allies & Organizations",
"Backstory": "Backstory",
"Backpack": "Backpack",
"Notes": "Notes",
"hit-die:-u": "HIT DIE:",
"carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:",
"magic-use-lvl:-u": "MAGIC CASTER LEVEL:",
"class-options-u": "CLASS OPTIONS",
"class-name:-u": "CLASS NAME:",
"spellcasting-ability:-u": "SPELLCASTING ABILITY:",
"spell-slots:-u": "SPELL SLOTS:",
"spell-full-u": "FULL (Cleric, Druid, Wizard)",
"spell-half-u": "HALF (Artificer, Paladin, Ranger)",
"spell-third-u": "THIRD (Arcane Fighter/Rogue)",
"cust-class-opts": "CUSTOM CLASS OPTIONS",
"lvl-u": "LEVEL",
"spell_slot_modifiers-u": "SPELL SLOT MODIFIERS",
"initiative-mod:-u": "INITIATIVE MODIFIER:",
"initiative-style:-u": "INITIATIVE STYLE:",
"norm": "Normal",
"adv": "Advantage",
"disadv": "Disadvantage",
"attribute-opts-u": "ATTRIBUTE OPTIONS",
"strength-save-u": "STRENGTH SAVE",
"dexterity-save-u": "DEXTERITY SAVE",
"constitution-save-u": "CONSTITUTION SAVE",
"intelligence-save-u": "INTELLIGENCE SAVE",
"wisdom-save-u": "WISDOM SAVE",
"charisma-save-u": "CHARISMA SAVE",
"death-save-mod:-u": "DEATH SAVE MODIFIER:",
"glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:",
"save-opts-u": "SAVE OPTIONS",
"normal": "Normal",
"expertise": "Expertise",
"pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:",
"skill-opts-u": "SKILL OPTIONS",
"always-roll-adv": "Always Roll Advantage",
"toggle-roll-adv": "Advantage Toggle",
"query-roll-adv": "Query Advantage",
"never-roll-adv": "Never Roll Advantage",
"never-roll-dmg": "Don't Auto Roll Damage",
"always-roll-dmg": "Auto Roll Damage & Crit",
"core-die-roll:-u": "CORE DIE ROLL:",
"default-critical-range:-u": "CRITICAL RANGE:",
"prof-bonus:-u": "PROFICIENCY BONUS:",
"by-level": "By Level (Default)",
"prof-die": "Proficency Die (DMG)",
"custom": "Custom",
"add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:",
"level-calculations:-u": "LEVEL CALCULATIONS:",
"encumbrance:-u": "ENCUMBRANCE:",
"simple": "Simple",
"variant-phb": "Variant (PHB p176)",
"ingore-non-equipped-weight": "IGNORE NON-EQUIPPED ITEMS WEIGHT",
"inventory:-u": "INVENTORY:",
"compendium-compatible": "Compendium Compatible",
"general-opts-u": "GENERAL OPTIONS",
"difficulty-class-abv": "DC",
"save": "Save",
"higher-lvl-cast": "Higher Level Cast",
"ritual-l": "ritual-l",
"casting-time:": "Casting Time:",
"range:": "Range:",
"target:": "Target:",
"components:": "Components:",
"duration:": "Duration:",
"concentration": "Concentration",
"at-higher-lvl": "At Higher Levels",
"spell-save-dc-u": "SPELL SAVE DC",
"desconly": "For Description Only",
"npc-type-place": "Medium fiend, any evil alignment",
"npc-armor-place": "scale mail",
"npc-speed-place": "30 ft., fly 60ft.",
"npc-dmg-vuln-place": "fire",
"npc-dmg-res-place": "cold",
"npc-dmg-imm-place": "lighting, thunder",
"npc-cond-imm-place": "charmed",
"npc-senses-place": "darkvision 120ft., passive Perception 16",
"npc-langs-place": "Abyssal, Common, Infernal",
"npc-trait-name-place": "False Appearance.",
"npc-trait-desc-place": "If the dragon fails...",
"range-reach-place": "5 ft.",
"to-hit-place": "One target",
"on-hit-place": "slashing",
"on-hit-2-place": "fire",
"npc-repeating-name-place": "Parry.",
"npc-repeating-desc-place": "The creature adds 2 to its AC against...",
"range-place": "Self (60-foot cone)",
"dmg-type-place": "Slashing",
"save-effect-place": "half damage",
"ammunition-place": "Arrows",
"description-place": "Up to 2 creatures within 5 feet",
"ruby-dust-place": "ruby dust worth 50gp",
"half-dmg-place": "Half damage",
"accept-compendium-drop": "Accepting Compendium Drop",
"replace-sheet-with": "Do you want to replace this sheet with"
"school:-u": "SCUOLA:",
"abjuration": "Abiurazione",
"conjuration": "Evocazione",
"divination": "Divinazione",
"enchantment": "Ammaliameno",
"evocation": "Invocazione",
"illusion": "Illusione",
"necromancy": "Necromanzia",
"transmutation": "Transmutazione",
"ritual-u": "RITUALE",
"casting-time:-u": "TEMPO DI LANCIO:",
"components:-u": "COMPONENTI:",
"concentration-u": "CONCENTRAZIONE",
"duration:-u": "DURATA:",
"innate:-u": "INNATO:",
"output:-u": "RISULTATO:",
"spellcard-u": "CARTA INCANTESIMO",
"spell-atk:-u": "ATTACCO MAGICO:",
"none": "Nessuna",
"healing:-u": "CURA",
"add-ability-mod-u": "AGGIUNGI MOD DI CARATTERISTICA AL DANNO O ALLA CURA",
"cantrip-progression:-u": "PROGR. TRUCCHETTO",
"cantrip-dice-u": "DADO TRUCCHETTO",
"cantrip-beam-u": "RAGGI TRUCCHETTO",
"effect:-u": "EFFETTO:",
"at-higher-lvl-dmg:-u": "DAN A LVL SUPERIORI:",
"include_spell_desc:-u": "INCLUDI DESCRIZIONE INCANTESIMO NELL'ATTACCO:",
"off": "Spento",
"partial": "Parziale",
"on": "Attivo",
"class:-u": "CLASSE:",
"at-higher-lvl:-u": "A LIVELLI SUPERIORI:",
"Appearance": "Aspetto",
"Build": "Corporatura",
"Eyes": "Occhi",
"Hair": "Capelli",
"Skin": "Pelle",
"Misdeeds": "Misfatti",
"Allies & Organizations": "Alleati e Organizzazioni",
"Backstory": "Biografia",
"Backpack": "Zaino",
"Notes": "Note",
"hit-die:-u": "DADI VITA:",
"carrying-capacity-mod:-u": "MOD. CAPACITÀ TRASPORTO:",
"magic-use-lvl:-u": "LIVELLO INCANTATORE:",
"class-options-u": "OPZIONI CLASSE",
"class-name:-u": "NOME CLASSE:",
"spellcasting-ability:-u": "ABILITÀ MAGICHE:",
"spell-slots:-u": "SLOT INCANTESIMI:",
"spell-full-u": "COMPLETO (Chierico, Druido, Mago)",
"spell-half-u": "METÀ (Artificiere, Paladino, Ranger)",
"spell-third-u": "UN TERZO (Cavaliere Mistico/Mistificatore Arcano)",
"cust-class-opts": "OPZIONI CLASSE PERSONALIZZATA",
"lvl-u": "LIVELLO",
"spell_slot_modifiers-u": "MODIFICATORI SLOT INCANTESIMI",
"initiative-mod:-u": "MODIFICATORE INIZIATIVA:",
"initiative-style:-u": "STILE INIZIATIVA:",
"norm": "Normale",
"adv": "Vantaggio",
"disadv": "Svantaggio",
"attribute-opts-u": "OPZIONI CARATTERISTICHE",
"strength-save-u": "TS FORZA",
"dexterity-save-u": "TS DESTREZZA",
"constitution-save-u": "TS COSTITUZIONE",
"intelligence-save-u": "TS INTELLIGENZA",
"wisdom-save-u": "TS SAGGEZZA",
"charisma-save-u": "TS CARISMA",
"death-save-mod:-u": "MOD. TS CONTRO MORTE:",
"glob-saving-mod:-u": "MOD. TIRI SALVEZZA GLOBALE:",
"save-opts-u": "OPZIONI TS",
"normal": "Normale",
"expertise": "Maestria",
"pass-perc-mod:-u": "MOD. PERCEZIONE PASSIVA:",
"skill-opts-u": "OPZIONI ABILITA'",
"always-roll-adv": "Lancia Sempre con Vantaggio",
"toggle-roll-adv": "Attiva Vantaggio",
"query-roll-adv": "Chiedi Vantaggio",
"never-roll-adv": "Non Lanciare Mai con Vantaggio",
"never-roll-dmg": "Non Tirare i Danni in Automatico",
"always-roll-dmg": "Lancia sempre Danno e Critico",
"core-die-roll:-u": "TIRO DADI BASE:",
"default-critical-range:-u": "SOGLIA CRITICO:",
"prof-bonus:-u": "BONUS COMPETENZA:",
"by-level": "Per Livello (Predefinito)",
"prof-die": "Dado Competenza (DAN)",
"custom": "Personalizzato",
"add-char-to-templates:-u": "AGGIUNGI NOME PERSONAGGIO AI TEMPLATE:",
"level-calculations:-u": "CALCOLI LIVELLO AUTOMATICI:",
"encumbrance:-u": "INGOMBRO:",
"simple": "Semplice",
"variant-phb": "Variante (MG p176)",
"ingore-non-equipped-weight": "IGNORA PESO OGGETTI NON EQUIPAGGIATI",
"inventory:-u": "EQUIPAGGIAMENTO:",
"compendium-compatible": "Compatibile con il Compendio ",
"general-opts-u": "OPZIONI GENERALI",
"difficulty-class-abv": "CD",
"save": "TS",
"higher-lvl-cast": "Lancio ai livelli superiori",
"ritual-l": "rituale-l",
"casting-time:": "Tempo di Lancio:",
"range:": "Gittata:",
"target:": "Bersaglio:",
"components:": "Componenti:",
"duration:": "Durata:",
"concentration": "Concentrazione",
"at-higher-lvl": "A livelli superiori",
"spell-save-dc-u": "CD TS INCANTESIMI",
"desconly": "Solo Per Descrizione",
"npc-type-place": "Immondo Medio, qualsiasi allineamento malvagio",
"npc-armor-place": "Corazza di Scaglie",
"npc-speed-place": "9 m, volo 18 m",
"npc-dmg-vuln-place": "fuoco",
"npc-dmg-res-place": "freddo",
"npc-dmg-imm-place": "fulmine, tuono",
"npc-cond-imm-place": "affascinato",
"npc-senses-place": "Scurovisione 36 m, Percezione Passiva 16",
"npc-langs-place": "Abissale, Comune, Infernale",
"npc-trait-name-place": "Falso Aspetto.",
"npc-trait-desc-place": "Se il drago fallisce...",
"range-reach-place": "1.5 m",
"to-hit-place": "Un bersaglio",
"on-hit-place": "taglienti",
"on-hit-2-place": "fuoco",
"npc-repeating-name-place": "Parata.",
"npc-repeating-desc-place": "La creatura somma 2 alla sua CA contro...",
"range-place": "Incantatore (cono di 18 m)",
"dmg-type-place": "Taglienti",
"save-effect-place": "metà danni",
"ammunition-place": "Frecce",
"description-place": "Fino a 2 creature entro 3 m",
"ruby-dust-place": "polvere di rubino del valore di 50mo",
"half-dmg-place": "Metà danni",
"accept-compendium-drop": "Accettare spostamento da Compendio",
"replace-sheet-with": "Vuoi sostituire questa scheda con"
}
+68 -68
View File
@@ -1,72 +1,72 @@
{
"I-am": "I am",
"call-me-if-you-need-a": "Call me if you need a",
"place-i-call-home": "Place I call home",
"heritage": "Heritage",
"homeland": "Homeland",
"workplace": "Workplace",
"words-to-live-by": "Words to live by",
"make-the-roll-secret": "Make the roll secret",
"action": "Action",
"fight": "Fight",
"I-am": "Il mio nome è",
"call-me-if-you-need-a": "Chiamami se ti serve un/a",
"place-i-call-home": "Qui mi sento a casa",
"heritage": "Origine",
"homeland": "Patria",
"workplace": "Lavoro",
"words-to-live-by": "Il mio motto",
"make-the-roll-secret": "Tira in segreto",
"action": "Azione",
"fight": "Combattere",
"leadership": "Leadership",
"stunt": "Stunt",
"guts": "Guts",
"cool": "Cool",
"drive": "Drive",
"shoot": "Shoot",
"knowledge": "Knowledge",
"culture": "Culture",
"first_aid": "First aid",
"tech": "Tech",
"society": "Society",
"charm": "Charm",
"eloquence": "Eloquence",
"observation": "Observation",
"wild": "Wild",
"scout": "Scout",
"survival": "Survival",
"tough": "Tough",
"crime": "Crime",
"caution": "Caution",
"dexterity": "Dexterity",
"stealth": "Stealth",
"luck": "Luck",
"i-feel": "I feel",
"powerful": "Powerful",
"bleeding": "Bleeding",
"daring": "Daring",
"shocked": "Shocked",
"focused": "Focused",
"dizzy": "Dizzy",
"confident": "Confident",
"embarassed": "Embarassed",
"fierce": "Fierce",
"broken": "Broken",
"untouchable": "Untouchable",
"scared": "Scared",
"expertise": "Expertise",
"weapon-and-gear": "Weapon & Gear",
"scars-and-experiences": "Scars & Experiences",
"pockets": "Pockets",
"bag": "Bag",
"backpack": "Backpack",
"mags": "Mags",
"total-dices": "Total dices",
"result:": "Result:",
"basic": "Basic",
"critical": "Critical",
"extreme": "Extreme",
"impossible": "Impossible",
"what-a-hero": "What a hero!",
"risk": "I'm taking a risk",
"you-lost-one-success": "You lost one success",
"all-or-nothing": "All or nothing",
"you-lost-all-your-successes": "You lost all your successes",
"name": "Name",
"description": "Description",
"i-have-expertise": "I have expertise",
"flip-the-coin": "Flip the coin",
"success": "Success",
"fail": "Fail"
"guts": "Fegato",
"cool": "Sangue Freddo",
"drive": "Guidare",
"shoot": "Sparare",
"knowledge": "Conoscenza",
"culture": "Cultura",
"first_aid": "Primo Soccorso",
"tech": "Tecnologia",
"society": "Società",
"charm": "Fascino",
"eloquence": "Eloquenza",
"observation": "Spirito d'osservazione",
"wild": "Selvaggio",
"scout": "Esplorazione",
"survival": "Sopravvivenza",
"tough": "Tempra",
"crime": "Crimine",
"caution": "Allerta",
"dexterity": "Destrezza",
"stealth": "Furtività",
"luck": "Fortuna",
"i-feel": "Mi sento",
"powerful": "Invincibile",
"bleeding": "Sanguinante",
"daring": "Gasato",
"shocked": "Shockato",
"focused": "Concentrato",
"dizzy": "Frastornato",
"confident": "Sicuro di me",
"embarassed": "Umiliato",
"fierce": "Un duro",
"broken": "Spezzato",
"untouchable": "Intoccabile",
"scared": "Spaventato",
"expertise": "Specialità",
"weapon-and-gear": "Armi ed Equipaggiamento",
"scars-and-experiences": "Esperienze e Cicatrici",
"pockets": "Tasche",
"bag": "Borsa",
"backpack": "Zaino",
"mags": "Caricatori",
"total-dices": "Dadi Totali",
"result:": "Risultato:",
"basic": "Base",
"critical": "Critico",
"extreme": "Estremo",
"impossible": "Impossibili",
"what-a-hero": "Che eroe!",
"risk": "Prendo un rischio",
"you-lost-one-success": "Perdi un successo",
"all-or-nothing": "Tutto per tutto",
"you-lost-all-your-successes": "Perdi tutti i successi",
"name": "Nome",
"description": "Descrizione",
"i-have-expertise": "Sono specializzato",
"flip-the-coin": "Lancia la moneta",
"success": "Successo",
"fail": "Fallimento"
}
+1 -1
View File
@@ -22,7 +22,7 @@ City\ of\ Mist\ Official/ @Roll20/sheetmaintainers # @nmbradley
Das\ Schwarze\ Auge\ (TDE)\ 5\ OFFICIAL\ by\ Ulisses/ @Roll20/sheetmaintainers # @Plushtoast
Delta\ Green\ 2/ @Roll20/sheetmaintainers # @uriele
Draci\ Hlidka/ @Roll20/sheetmaintainers # @DraciHlidka
Earthdawn\ (FASA\ Official)/ @Roll20/sheetmaintainers # @ChrisDDickey
Earthdawn\ (FASA\ Official)/ @Roll20/sheetmaintainers # @ChrisDDickey @jiboux
Esper_Genesis_5e/ @Roll20/sheetmaintainers # @nmbradley
Excellents/ @Roll20/sheetmaintainers # @9thLevel
Fate/ @Roll20/sheetmaintainers # @fredhicks
+1 -1
View File
@@ -109,7 +109,7 @@
"backgrounds-u": "Trasfondos",
"virtues-u": "Virtudes",
"conscience-u": "Conciencia",
"conviction-u": "Conviction",
"conviction-u": "Convicción",
"selfcontrol-u": "Autocontrol",
"instinct-u": "Instinto",
"courage-u": "Coraje",
+3 -3
View File
@@ -5,9 +5,9 @@
"nature-u": "Naturaleza:",
"demeanor-u": "Conducta:",
"concept-u": "Concepto:",
"clan-u": "Life:",
"generation-u": "Death:",
"sire-u": "Regret:",
"clan-u": "Vida:",
"generation-u": "Muerte:",
"sire-u": "Lamento:",
"attributes-u": "Atributos",
"physical-u": "Físico",
"social-u": "Sociales",
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+3 -6
View File
@@ -10,15 +10,12 @@ Il est aussi possible d'utiliser cette fiche pour jouer avec l'ensemble de règl
Le jeu complet, des suppl&eacute;ments et des t&eacute;l&eacute;chargements gratuits sont disponibles sur le site de l&apos;&eacute;diteur [Black Book Editions](http://www.black-book-editions.fr/catalogue.php?id=13).
Cette feuille de personnage utilise des marques déposées et des droits dauteurs qui sont la propriété de Black Book Editions comme ly autorisent les conditions dutilisation de Black Book Editions. Cette feuille de personnage nest pas publiée par Black Book Editions et na pas reçu son aval ni une quelconque approbation de sa part. Pour de plus amples informations sur Black Book Editions, consultez www.black-book-editions.fr.
# Version courante
5.02 [Screenshot](co_v3.jpg)
5.00 [Screenshot](Images/co_v4.webp)
# Notes de version
## v5.02 (2023-01-26)
* Support des statblocks JSON de CO-DRS
* Ajout des munitions
* Champs prédicat pour les armes portées
## v5.00 (2021-07-09)
* Ajout d'une partie dédiée pour l'interaction avec le script
* Ajout d'un type de dégâts drain
+24 -12
View File
@@ -22,7 +22,12 @@
<div class="tab-content setting-generic">
<div class = "container" >
<div style="vertical-align: middle;text-align: center;">
<img style="width:70%;" title="Version 5.00 - 09/07/2021" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ChroniquesOubliees/CO_Logo3.png"/><br>
<img style="width:70%;"
title="Version 5.00 - 09/07/2021
Cette feuille de personnage utilise des marques déposées et des droits dauteurs qui sont la propriété de Black Book Editions comme ly autorisent les conditions dutilisation de Black Book Editions. Cette feuille de personnage nest pas publiée par Black Book Editions et na pas reçu son aval ni une quelconque approbation de sa part. Pour de plus amples informations sur Black Book Editions, consultez ww.black-book-editions.fr."
src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ChroniquesOubliees/CO_Logo3.png"/>
<span style="display:inline-block; width:20px"></span>
<img width="70px" height="70px" name="attr_character_token" />
</div>
<div style="width:250px;">
<table>
@@ -3159,7 +3164,7 @@
<!-- FIN TEMPLATES -->
<!-- **** SCRIPTS / SHEET WORKERS -->
<script type="text/worker">
on('sheet:opened', function() {
on('sheet:opened', function() {
// **** Gestion transition de version
getAttrs(["version", "option_setting"], function(v) {
var verfdp = parseFloat(v.version) || 0;
@@ -4265,20 +4270,26 @@
const patternStats = buildRegexp(statsReconnues);
const listeArmes = [{
keys: ['épée', 'epee', 'sabre', 'cimetere', 'cimetère'],
keys: ['épée', 'epee', 'sabre', 'cimeterre', 'cimetère'],
typeattaque: 'Arme 1 main',
typedegats: 'tranchant',
modificateurs: ''
modificateurs: 'metal'
}, {
keys: ['fleau', 'fléau'],
typeattaque: 'Arme 1 main',
typedegats: 'contondant',
modificateurs: 'metal',
options: '--bonusContreBouclier 2',
}, {
keys: ['hache'],
typeattaque: 'Arme 1 main',
typedegats: 'tranchant',
modificateurs: 'hache'
modificateurs: 'hache metal'
}, {
keys: ['katana', 'vivelame'],
typeattaque: 'Arme 2 mains',
typedegats: 'tranchant',
modificateurs: ''
modificateurs: 'metal'
}, {
keys: ['epieu', 'épieu'],
typeattaque: 'Arme 2 mains',
@@ -4298,17 +4309,17 @@
keys: ['dague', 'rapière', 'rapiere', 'stylet'],
typeattaque: 'Arme 1 main',
typedegats: 'percant',
modificateurs: ''
modificateurs: 'metal'
}, {
keys: ['mousquet'],
typeattaque: 'Arme 2 main',
typedegats: 'percant',
modificateurs: 'poudre'
modificateurs: 'poudre metal'
}, {
keys: ['pétoire', 'petoire'],
typeattaque: 'Arme 1 main',
typedegats: 'percant',
modificateurs: 'poudre'
modificateurs: 'poudre metal'
}, {
keys: ['arc', 'arbalète', 'arbalete'],
typeattaque: 'Arme 2 mains',
@@ -4323,7 +4334,7 @@
keys: ['marteau'],
typeattaque: 'Arme 1 main',
typedegats: 'contondant',
modificateurs: 'marteau'
modificateurs: 'marteau metal'
}, {
keys: ['javelot'],
typeattaque: 'Arme de jet',
@@ -4332,12 +4343,12 @@
}, {
keys: ['hachette'],
typeattaque: 'Arme de jet',
typedegats: 'tranchant',
typedegats: 'tranchant metal',
modificateurs: ''
}, {
keys: ['lance'],
typeattaque: 'Arme 2 mains',
typedegats: 'percant',
typedegats: 'percant metal',
modificateurs: ''
}];
@@ -4381,6 +4392,7 @@
}
typeAttaque = s.typeattaque;
newAttrs[prefix + 'modificateurs'] = s.modificateurs;
if (s.options) newAttrs[prefix + 'options'] = s.options;
newAttrs[prefix + 'typedegats'] = s.typedegats;
}
});
+187
View File
@@ -0,0 +1,187 @@
<html lang="fr">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no">
<meta name="description" content="Documentation de la fiche de personnage Chroniques Oubliées Fantasy sous Roll20">
<meta name="author" content="Ulti">
<title>Fiche pour Chroniques Oubliées Fantasy sous Roll20</title>
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<h1>Sommaire</h1>
<ol>
<li data-toggle="collapse" data-target="#vue_generale_sommaire"><a href="#vue_generale">Vue générale</a></li>
<ul id="vue_generale_sommaire" class="collapse">
<li><a class="text-info" href="#identite">Identité du personnage</a></li>
<li><a class="text-info" href="#choix_pj_pnj">Fiches joueurs et PNJ</a></li>
</ul>
<li data-toggle="collapse" data-target="#fiche_pj_sommaire"><a href="#fiche_pj">Fiches pour les joueurs</a></li>
<ul id="fiche_pj_sommaire" class="collapse">
<li><a class="text-info" href="#carac_pj">Caractéristique des fiches joueurs</a></li>
<li><a class="text-info" href="#capacites">Capacités et compétences</a></li>
<li><a class="text-info" href="#equipement">Équipement</a></li>
<li><a class="text-info" href="#configuration">Configuration</a></li>
</ul>
<li data-toggle="collapse" data-target="#fiche_pnj_sommaire"><a href="#fiche_pnj">Fiches pour les PNJs</a></li>
<ul id="fiche_pnj_sommaire" class="collapse">
<li><a class="text-info" href="#statblocks">Importations de statblocks</a></li>
<li><a class="text-info" href="#carac_pnj">Caractéristique des fiches PNJ</a></li>
</ul>
<li><a href="#terre_arran">Les Terres d'Arran</a></li>
<li><a href="#script">Script</a></li>
</ol>
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<div class="col-md-9 col-sm-8 content">
<h1>Documentation pour la fiche COF pour Roll20</h1>
<p><i>Cette feuille de personnage utilise des marques déposées et des droits dauteurs qui sont la propriété de Black Book Editions comme ly autorisent les conditions dutilisation de Black Book Editions. Cette feuille de personnage nest pas publiée par Black Book Editions et na pas reçu son aval ni une quelconque approbation de sa part. Pour de plus amples informations sur Black Book Editions, consultez <a href="www.black-book-editions.fr">www.black-book-editions.fr</a>.</i></p>
<p><img class="img-fluid" src="Images/co_v4.webp"></p>
<h2 class="text-primary" id="vue_generale">1. Vue générale </h2>
<div class="decalage">
<img src="co_v1.png" align="right" style="width:40%; max-width:1332px; margin-left:10px; margin-bottom:10px;" />
<p>Cette fiche a été originellement conçue par Natha. Elle a été reprise par Ulti en 2018, et le design a peu changé. Vous pouvez voir ci-contre la fiche de Natha. Le développement de la fiche est entièrement libre et n'est en aucun cas un produit officiel de Black Book Édition. Il est nécessaire d'acheter <a href="http://www.black-book-editions.fr/catalogue.php?id=13">le jeu Chroniques Oubliées</a> pour profiter pleinement de cette fiche.</p>
<p>La première partie de la fiche concerne l'identité du personnage (nom, race, profil, niveau, etc.) et reste toujours visible. La partie située en dessous de l'identité comporte plusieurs onglets qui regroupent différents aspects de la fiche.</p>
<p>D'une manière générale, cliquer sur les symboles de dés permet de lancer les dés dans le chat pour l'action liée aux dés. Les symboles de triangle pleins indiquent qu'il est possible d'afficher plus d'informations en cliquant sur le triangle. Mettre la souris à la fin de certaines lignes permet de faire apparaître un symbole d'engrenage. Cliquer sur ce symbole d'engrenage dévoile des lignes supplémentaires, généralement utiles uniquement pour le MJ.</p>
<p>La fiche est conçue à la fois pour être utilisable seule et avec un compte gratuit, et pour faciliter l'utilisation du <a href="https://raw.githack.com/Roll20/roll20-api-scripts/master/COFantasy/doc.html">script COFantasy</a> pour ceux qui ont un compte pro.</p>
<h3 class="text-info" id="identite">1.1 Identité du personnage</h3>
<div class="decalage">
<p>Cette partie affiche le token du personnage et les informations de base sur le personnage. La seule subtilité concerne le nom : on peut cliquer sur le triangle devant le nom, pour faire apparaître un alias. En face du nom, on voit alors apparaître la façon dont les joueurs connaissent le personnage : soit par son nom, soit par son alias. Ces informations sont en particulier utilisées par le <a href="https://raw.githack.com/Roll20/roll20-api-scripts/master/COFantasy/doc.html">script associé à la fiche</a>.</p>
</div>
<h3 class="text-info" id="choix_pj_pnj">1.2 Fiche pour joueur et fiche pour PNJ</h3>
<div class="decalage">
<p>Le jeu fait une distinction nette entre personnages joueurs et PNJ : la construction est différente, les caractéristiques sont simplifiées pour les PNJs. Le choix du type de fiche se fait dans l'identité, depuis le menu déroulant <code>Type</code>.
<img align=right src="Images/passer_en_pnj.webp" style="width:16%; max-width:150px; margin-left:6px; margin-top:6px" />
Si vous avez commencé à remplir la fiche en mode joueur et que vous décidez de passer en mode PNJ, la fiche essaie de convertir automatiquement tout ce qui a été rentré en mode joueur. De même, vous pouvez repasser en mode joueur, et la conversion sera faite automatiquement.
</p>
</div>
</div>
<h2 class="text-primary" id="fiche_pj">2. Fiche pour les personnages joueurs</h2>
<div class="decalage">
<h3 class="text-info" id="carac_pj">2.1 Caractéristiques et attaques</h3>
<div class="decalage">
<p>La fiche est découpée et zones de couleur regroupant les caractéristiques de base, le combat, la vitalité, la défense et les parties de règles optionnelles.</p>
<p>Pour chaque caractéristique de base, la fiche calcule le modificateur de caractéristique et propose un bouton pour lancer un dé auquel on ajoute ce modificateur. Par défaut, ce jet est un dé à 20 faces, mais si l'état <code>affaibli</code> est coché, ce sera un d12. Entre le bouton de lancer de dé et la valeur de la caractéristique, un menu déroulant permet de choisir entre caractéristique ordinaire, caractéristique supérieure (dans ce cas, le bouton fait lancer 2 dés et garde le meilleur) et caractéristique héroïque supérieure (où le résultat du dé est toujours au moins 10).<p>
<p>Les lignes d'attaque sont précédées d'un symbole de dé à 20 faces. Cliquer sur ce dé permet de lancer le jet d'attaque, ainsi que les dégâts de l'arme. Tout ce qui est dans le champ <code>SPÉCIAL</code> sera interprété avant affichage. Par exemple, on peut y mettre <code>affaibli pendant [[1d4]] tours</code>, ou bien <code>+[[2d6]] DM de feu</code>. En mettant la souris vers la fin de la ligne, on fait apparaître une roue crantée. Cliquer sur cette roue fait apparaître plus d'informations pour l'attaque. La plupart ne sont utiles qu'avec le script associé, mais le champ <code>Liste de modificateurs</code> permet de modifier les attaques, par exemple pour faire relancer les 1 des dés de dégâts. Passer la souris sur ce champ indique la liste des modificateurs reconnus par la fiche (le script en reconnaît beaucoup plus). Certaines armes sont reconnues par la fiche quand on rentre leur nom, ce qui permet d'avoir automatiquement certains modificateurs, comme <code>choc</code> pour le bâton, qui permet de faire des dégâts non létaux sans pénalité.</p>
<img src="Images/options_attaque.webp" align="right" style="width:50%; max-width:523px; margin-left:10px; margin-bottom:5px;"/>
<p>Au dessus de la liste des attaques, un onglet permet d'afficher des options d'attaques qui s'appliquent à toutes les attaques. L'effet de chaque case à cocher est expliqué sur la fiche. Pour l'attaque en puissance, on peut modifier le nombre de d6 de DM supplémentaires, comme prévu dans la règle page 161.</p>
</div>
<h3 class="text-info" id="capacites">2.2 Capacités et compétences</h3>
<div class="decalage">
<img src="Images/capacites.webp" align="right" style="width:50%; max-width:521px; margin-left:10px; margin-bottom:5px;"/>
<p>Cet onglet affiche par défaut 5 voies normales et une voie de prestige pour le personnage. On peut remplir directement les noms de voies et les titres des capacités. Les triangles à côté de ces noms permettent d'afficher la description des capacités, ou, pour les voies, des effets valides pour l'ensemble de la voie (comme le bonus de +2/rang en connaissance pour la Voie de la magie universelle). Pour éditer ces descriptions, il faut cocher la case <code>Éditer</code> en haut à droite des capacités. Pour retrouver un affichage plus compact, il faut décocher la case. Il est possible d'afficher 3 voies supplémentaires en cochant la case <code>Plus de voies</code> en dessous des capacités
</p>
<p>Cet onglet propose aussi une liste de compétences à remplir (cliquer sur <code>Add</code>). Chaque capacité a par défaut une caractéristique associée (mais on peut la changer le temps d'un test), ainsi qu'un malus possible à appliquer&nbsp;: malus d'armure ou malus de casque (pour les jets de perception ou de vigilance).</p>
<p>Enfin, la dernière liste est une liste de jets de capacité, pour noter les jets utiles pour certaines capacités. Le format est assez libre, pour qu'on puisse faire des jets de dégâts, des jets de caractéristiques, avec ou sans avantage. On peut par exemple y noter le jet d'esquive de la magie d'un voleur.</p>
</div>
<h3 class="text-info" id="equipement">2.3 Équipement</h3>
<div class="decalage">
<p>L'onglet équipement permet à la fois de noter la richesse, des consommables et des notes de jeu. Pour les consommables, il est possible d'afficher une ligne supplémentaire pour décrire l'effet (utilisé par le script).
</p>
</div>
<h3 class="text-info" id="configuration">2.4 Configuration</h3>
<div class="decalage">
<p>L'onglet de configuration devrait être peu touché. D'ailleurs, la valeur par défaut de ces options peut être changée dans chaque partie Roll20, dans les réglages de la partie (accessibles avant de lancer la partie). Le setting (soit générique, soit Terres d'Arran) permet de définir de grandes options de jeu. Le type de jet permet, pour cette fiche, de faire lancer les dés publiquement (Jets Normaux) ou bien seulement visibles par le MJ (Jets Cachés).</p>
</div>
</div>
<h2 class="text-primary" id="fiche_pnj">3. Fiche pour les PNJ</h2>
<div class="decalage">
<p>Le fiche de PNJ comporte un onglet de caractéristiques simplifié, et des onglets équipement et script similaires aux <a href=#equipement>onglet équipement</a> et <a href=#script>onglet script</a> en mode joueur. Un onglet particuler, l'onglet <code>Statblock</code> permet de créer facilement des fiches de PNJ depuis les livres ou ressources sur COF&nbsp;:
<h3 class="text-info" id="statblocks">3.1 Importation de statblocks</h3>
<div class="decalage">
<p>Il existe 2 moyens d'importer directement un PNJ, sans qu'il soit besoin de compte pro. Les 2 méthodes utilisent l'onglet <code>Statblock</code> de la fiche en mode PNJ. Enfin, il existe un troisième moyen plus complet, mais celui-ci utilise un script et demande un compte pro.</p>
<h4>Importation depuis un PDF</h4>
<img src="Images/servantes.webp" align="left" style="width:40%; max-width:88px; margin-right:10px;"/>
<p>C'est l'importation la plus facile depuis les livres des règles ou les campagnes du commerce&nbsp;: il suffit de copier le stat block et de le coller dans l'onglet <code>Statblock</code>. Attention, cet onglet n'est visible que quand la fiche est en mode PNJ. Les étapes sont donc&nbsp;:
<img align=right src="Images/ajouter_personnage.webp" style="width:10%; max-width:85px; margin-left:5px;" /> créer un personnage dans Roll20, ouvrir la fiche,
<img align=right src="Images/passer_en_pnj.webp" style="width:15%; max-width:150px;" />
passer la fiche en mode PNJ, puis cliquer sur l'onglet <code>Statblock</code>, puis coller dans cet onglet le texte de la statblock.
<img src="Images/statblocks_1.webp" align="right" style="width:50%; max-width:523px; margin-left:10px; margin-bottom:5px; margin-top:5px;"/>
En changeant à nouveau d'onglet, la fiche va se remplir automatiquement.
<img src="Images/statblocks_1_resultats.webp" align="right" style="width:50%; max-width:523px; margin-left:10px; margin-bottom:5px; margin-top:5px;"/>
Il ne reste ensuite plus qu'à ajouter une image et un token, et le personnage peut être utilisé.</p>
<p>Cette méthode permet de remplir le nom du personnage, la description, le niveau, les caractéristiques et les attaques. Il peut y avoir des ratés au niveau des points de vie ou de la RD, selon la façon dont elles sont notées dans le statblock, voire parfois au niveau des attaques.</p>
<p>L'importation n'est pas capable de tenir compte des voies ou autres capacités particulières.</p>
<br clear="right" />
<h4>Importation depuis <a href="https://www.co-drs.org/">CO-DRS</a></h4>
<img src="Images/selection_co_drs.webp" align="left" style="width:40%; max-width:198px; margin-right:10px;"/>
<img src="Images/export_co_drs.webp" align="left" style="width:30%; max-width:308px; margin-right:10px; margin-top:10px"/>
<p>L'importation par cette méthode est limitée au DRS de COF, mais est plus fiable et permet de tenir compte des voies de PNJs. Comme pour la méthode précédente, il faut commencer pour créer un personnage dans votre partie Roll20, puis passer la ficher en mode PNJ et ouvrir l'onglet <code>Statblock</code>.</p>
<p>Sur le site <a href="https://www.co-drs.org/">CO-DRS</a>, recherchez votre créature et cliquez sur les trois petits points en haut à droite de l'image de la créature, et sélectionnez <code>Export pour table virtuelle</code>.
Dans ce menu, cliquez simplement sur <code>Copier dans le presse-papier</code> et vous pouvez ensuite coller dans l'onglet <code>Statblock</code> de la fiche dans Roll20.
<img src="Images/statblocks_depuis_drs.webp" align="right" style="width:50%; max-width:523px; margin-left:10px; margin-bottom:5px; margin-top:5px;"/>
Ce texte sera difficilement lisible, mais il permet plus de précision dans la fiche, et en particulier de remplir certains prédicats pour le script associé à la fiche.
<img src="Images/statblocks_depuis_drs_resultat.webp" align="right" style="width:50%; max-width:523px; margin-left:10px; margin-bottom:5px; margin-top:5px;"/>
</p>
<p>
Le&nbsp;site CO-DRS propose aussi de télécharger un token pour chaque créature. Il ne vous reste plus qu'à l'uploader sur la fiche de votre PNJ, puis rentrer les PVs sur le token, et vous êtes prêts à jouer.
</p>
<br clear="right" />
<h4>Importation en utilisant le <a href="https://github.com/coAtlas/Script-COIE/blob/main/scriptCOIE.js">script d'import/export de fiches</a></h4>
<p>Tout est expliqué dans la <a href="https://raw.githack.com/coAtlas/Script-COIE/main/startCOIE.html">documentation de COIE</a>. L'import de fiches permet de tout importer, et vous n'avez ensuite plus qu'à jouer. La limite étant que cela demande un compte pro.</p>
</div>
<h3 class="text-info" id="carac_pj">3.2 Caractéristiques</h3>
<div class="decalage">
<p>Comme pour les personnages, il est possible de lancer des jets de caractéristiques, et en cochant la case devant le nom de la caractéristique, on peut lancer des jets de caractéristique supérieure (on garde le meilleur de 2 d20). Le type de jets peut être normal (visible par tous) ou caché (visible seulement par le MJ). Comme dans la fiche de joueur, vous trouverez des options d'attaque (attaque en puissance, etc.). La fiche PNJ présente une option d'attaque supplémentaire, l'attaque de groupe, qui permet de simuler l'attaque simultanée de plusieurs PNJs de même caractéristiques en un seul jet (voir la règle dans le compagnon de règles COF).
</p>
</div>
</div>
<h2 class="text-primary" id="terre_arran">4. Version pour les Terres d'Arran</h2>
<div class="decalage">
<img src="Images/sheet_settings.webp" align="left" style="width:40%; max-width:400px; margin-right:10px; margin-top:10px; margin-bottom:10px;"/>
<p>Pour jouer dans le setting des Terres d'Arran, le mieux est de mettre ce setting par défaut dans les réglages de la partie. La fiche permet alors de noter le peuple et la culture des personnages, ainsi que la famille de profil utilisée. Cela influence les scores d'attaque, le dé de vie ainsi que les points de chance.</p>
<p>Dans les capacités, vous verrez apparaître un talent magique pour les mystique et des traits de peuple pour tous. Parmis les voies, vous trouverez une voie de peuple et une voie culturelle. Enfin, vous pourrez noter les formations martiales du personnage à cet endroit.</p>
<br clear="left" />
</div>
<h2 class="text-primary" id="script">5. Intégration avec le script</h2>
<div class="decalage">
<p>Lorsque la fiche est utilisée avec le <a href="https://raw.githack.com/Roll20/roll20-api-scripts/master/COFantasy/doc.html">script COFantasy</a>, il est conseillé de ne pas utiliser les boutons de la fiche, mais les fonctions dédiées fournies par le script. Par exemple la macro <code>Jets</code> sera plus précise et tendra compte de plus d'options et effets que les boutons des caractéristiques ou même des compétences.</p>
<p>Un certain nombre de réglages de la fiche ne sont utilisés que pour le script. Ils sont en général cachés par défaut, sauf quand la fiche peut détecter que le script est présent. Attention, pour cela, il faut au moins une fois sauvegarder et fermer la fiche. Cela se voit en particulier pour l'onglet <code>Script</code> qui restera vide tant que la fiche n'aura pas au moins été fermée une fois.</p>
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@@ -4,7 +4,7 @@
"authors": "Natha, Ulti",
"roll20userid": "75857, 1794854",
"preview": "co_v3.jpg",
"instructions": "Feuille de Personnage (avec jets) pour [Chroniques Oubli&eacute;es Fantasy](http://www.black-book-editions.fr/catalogue.php?id=13). Chroniques Oubli&eacute;es Fantasy est un jeu de r&ocirc;le m&eacute;di&eacute;val-fantastique complet bas&eacute; sur le syst&egrave;me d20. Feuille version 5.00 (09/07/2021). [Lisez-moi](https://github.com/Roll20/roll20-character-sheets/blob/master/ChroniquesOubliees/ReadMe.md). Maintenant compatible avec le setting des terres d'Arran (voir les options de fiche)",
"instructions": "Feuille de Personnage pour [Chroniques Oubli&eacute;es Fantasy](http://www.black-book-editions.fr/catalogue.php?id=13). Chroniques Oubli&eacute;es Fantasy est un jeu de r&ocirc;le m&eacute;di&eacute;val-fantastique complet bas&eacute; sur le syst&egrave;me d20/OGL 3.5. Cette feuille de personnage nest pas publi&eacute;e par Black Book Editions et na pas re&ccedil;u son aval ni une quelconque approbation de sa part. Feuille version 5.00 (25/04/2023). [Lisez-moi](https://github.com/Roll20/roll20-character-sheets/blob/master/ChroniquesOubliees/ReadMe.md). [Documentation](https://raw.githack.com/Roll20/roll20-character-sheets/master/ChroniquesOubliees/doc.html). la fiche est aussi compatible avec le setting des terres d'Arran (voir les options de fiche)",
"useroptions": [
{
"attribute": "option_pc",
@@ -4,76 +4,76 @@
"attribute-list": "agility,awareness,brawn,coordination,intelligence,personality,willpower",
"skill-list-agility": "acrobatics,melee,stealth",
"skill-list-awareness": "insight,observation,survival,thievery",
"skill-list-brawn": "athletics,resistance",
"skill-list-coordination": "parry,ranged,sailing",
"skill-list-intelligence": "alchemy,craft,healing,linguistics,lore,warfare",
"skill-list-personality": "animal,command,counsel,persuade,society",
"skill-list-willpower": "discipline,sorcery",
"encumbrance": "Encumbrance",
"fortune-points": "Fortune Points",
"gold": "Gold",
"skill-list-brawn": "atletismo,resistência",
"skill-list-coordination": "aparar,pontaria,velejar",
"skill-list-intelligence": "alquimia,manufatura,curar,linguística,saber,guerra",
"skill-list-personality": "domar animais,comandar,aconselhar,persuasão,sociedade",
"skill-list-willpower": "disciplina,feitiçaria",
"encumbrance": "Carga",
"fortune-points": "Pontos de Fortuna",
"gold": "Ouro",
"trauma-treated": "Trauma Treated",
"wounds-treated": "Wounds Treated",
"shows-item": "Shows Item",
"damage-dice": "Damage Dice",
"weapon-damage": "Weapon Damage",
"bonus-damage": "Bonus Damage",
"total-damage": "Total Damage",
"area-struck": "Area Struck",
"despair": "Despair",
"fatigue": "Fatigue",
"damage-dice": "Dado de Dano",
"weapon-damage": "Dano da Arma",
"bonus-damage": "Dano Extra",
"total-damage": "Dano Total",
"area-struck": "Local de Acerto",
"despair": "Desespero",
"fatigue": "Fadiga",
"log": "Log",
"status": "Status",
"info": "Info",
"pa-primary-attack": "Primary Attacks",
"pa-bonus-damage-tt": "Bonus damage is based on Awareness (Ranged), Brawn (Melee), and Personality (Threaten)",
"pa-bonus-damage": "BONUS DAMAGE",
"pa-primary-attack": "Ataques Primários",
"pa-bonus-damage-tt": "Dano Extra é baseado em Atenção (Distância), Músculo (Corporais) e Personalidade (Mentais)",
"pa-bonus-damage": "DANO EXTRA",
"pa-bonus-damage-tt-ranged": "",
"pa-ranged-bonus": "Ranged",
"pa-ranged-bonus": "Distância",
"pa-bonus-damage-tt-melee": "",
"pa-melee-bonus": "Melee",
"pa-melee-bonus": "Corporal",
"pa-bonus-damage-tt-threaten": "",
"pa-threaten-bonus": "Threaten",
"pa-weapon-name": "Weapon Name",
"pa-dmg": "DMG:",
"pa-type": "Type",
"pa-range-reach": "Range/Reach",
"pa-weapon-size-tt": "Weapon Size: 1-Handed, 2-Handed, Unbalanced, Unwieldy, Fixed, Monstrous",
"pa-size": "Size",
"pa-damage": "Damage",
"pa-loads": "Loads",
"pa-melee": "Melee",
"pa-ranged": "Ranged",
"pa-threaten": "Threaten",
"pa-1H": "1H",
"pa-2H": "2H",
"pa-display": "Display",
"pa-ub": "UB",
"pa-uw": "UW",
"pa-fixed": "Fixed",
"pa-threaten-bonus": "Presença",
"pa-weapon-name": "Nome da Arma",
"pa-dmg": "Dano:",
"pa-type": "Tipo",
"pa-range-reach": "Porte/Alcance",
"pa-weapon-size-tt": "Tamanho da Arma: Uma Mão (1M), Duas Mãos (2M), Desbalanceada, Desajeitada, Fixada, Monstruosa",
"pa-size": "Tamanho",
"pa-damage": "Dano",
"pa-loads": "Munição",
"pa-melee": "Corporal",
"pa-ranged": "Distância",
"pa-threaten": "Presença",
"pa-1H": "1M",
"pa-2H": "2M",
"pa-display": "Mostrar",
"pa-ub": "DB",
"pa-uw": "DA",
"pa-fixed": "Fixada",
"pa-m": "M",
"pa-qualities": "Qualities",
"sh-stress-and-harms": "Stress &amp; Harms",
"sh-physical": "PHYSICAL",
"pa-qualities": "Qualidades",
"sh-stress-and-harms": "Estresse e Lesões",
"sh-physical": "SICO",
"sh-vigor": "Vigor",
"sh-courage": "COURAGE",
"sh-armour-soak": "Armour Soak",
"sh-armour-soak-tt": "Click to mark this armour damaged or sacrificed",
"sh-head": "HEAD",
"sh-wounds": "Wounds",
"sh-r-arm": "R. ARM",
"sh-l-arm": "L. ARM",
"sh-treated": "Treated:",
"sh-fatigue": "Fatigue:",
"sh-courage": "CORAGEM",
"sh-armour-soak": "Proteção de Armadura",
"sh-armour-soak-tt": "Clique para marcar esta armadura danificada ou sacrificada",
"sh-head": "CABEÇA",
"sh-wounds": "Ferimentos",
"sh-r-arm": "BRAÇO D.",
"sh-l-arm": "BRAÇO E.",
"sh-treated": "Tratado:",
"sh-fatigue": "Fadiga:",
"sh-torso": "TORSO",
"sh-mental": "MENTAL",
"sh-resolve": "Resolve",
"sh-r-leg": "R. LEG",
"sh-l-leg": "L. LEG",
"sh-resolve": "Determinação",
"sh-r-leg": "Perna D.",
"sh-l-leg": "Perna E.",
"sh-trauma": "Trauma",
"sh-armour-qualities": "Armour Qualities",
"sh-treaated": "Treated:",
"sh-despair": "Despair:",
"sh-armour-qualities": "Qualidades de Armadura",
"sh-treaated": "Tratado:",
"sh-despair": "Desespero:",
"sh-0-cloth-hat-coif": "(0) Cloth Hat or Coif",
"sh-0-light-cloth": "(0) Light cloth",
"sh-0-naked": "(0) Naked",
@@ -118,186 +118,186 @@
"sh-4-full-plate-heavy-and-noisy": "(4) Full Plate (heavy and noisy)",
"sh-4-great-helm-heavy-and-noisy": "(4) Great Helm (heavy and noisy)",
"sh-4-leg-plates-heavy-and-noisy": "(4) Leg Plates (heavy and noisy)",
"b-belongings": "Belongings",
"b-gold": "GOLD",
"b-upkeep": "UPKEEP",
"b-spend": "Spend",
"b-name-type": "Name/Type",
"b-location": "Location",
"b-condition": "Condition",
"b-value": "Value",
"b-belongings": "Pertences",
"b-gold": "OURO",
"b-upkeep": "MANUTENÇÃO",
"b-spend": "Gasto",
"b-name-type": "Nome/Tipo",
"b-location": "Localização",
"b-condition": "Condição",
"b-value": "Valor",
"b-equip": "Equip",
"b-description": "Description",
"b-total-worth": "Total Worth: ",
"b-total-encumbrance": "Total Encumbrance:",
"b-you-are-emcumbered": "You are encumbered!",
"b-your-emcumrance-limit-is-your-brawn-times-2": "Your encumbrance limit is your Brawn x 2",
"npc-npc-companions": "NPC / Companions",
"npc-name": "Name",
"npc-dmg": "DMG:",
"npc-agility": "Agility",
"npc-awareness": "Awareness",
"npc-brawn": "Brawn",
"b-description": "Descrição",
"b-total-worth": "Valor Total",
"b-total-encumbrance": "Carga Total",
"b-you-are-emcumbered": "Você está Sobrecarregado!",
"b-your-emcumrance-limit-is-your-brawn-times-2": "Seu limite de carga é seu Músculo x 2",
"npc-npc-companions": "NPC / Companheiros",
"npc-name": "Nome",
"npc-dmg": "Dano:",
"npc-agility": "Agilidade",
"npc-awareness": "Atenção",
"npc-brawn": "Músculo",
"npc-coordination": "Coord.",
"npc-intelligence": "Intell.",
"npc-intelligence": "Intel.",
"npc-personality": "Person.",
"npc-willpower": "Willpower",
"npc-skills-details": "Skills/Details",
"char-gender": "Gender",
"char-age": "Age",
"char-homeland": "Homeland",
"char-caste": "Caste",
"char-trait": "Trait",
"char-archetype": "Archetype",
"char-nature": "Nature",
"char-education": "Education",
"char-appearance": "Appearance",
"char-personality": "Personality",
"char-languages": "Languages",
"char-war-story": "War Story",
"char-fortune-points": "FORTUNE POINTS",
"char-renown": "RENOWN",
"char-standing": "STANDING",
"char-xp-total-spent-available": "XP TOTAL / SPENT / AVAIL.",
"npc-willpower": "Vontade",
"npc-skills-details": "Perícia/Detalhes",
"char-gender": "Gênero",
"char-age": "Idade",
"char-homeland": "Terra Natal",
"char-caste": "Casta",
"char-trait": "Traço",
"char-archetype": "Arquétipo",
"char-nature": "Natureza",
"char-education": "Educação",
"char-appearance": "Aparência",
"char-personality": "Personalidade",
"char-languages": "Línguas",
"char-war-story": "Hist. de Guerra",
"char-fortune-points": "PONTOS DE FORTUNA",
"char-renown": "RENOME",
"char-standing": "POSIÇÃO",
"char-xp-total-spent-available": "XP TOTAL / GASTO / DISPON.",
"char-xp": "XP",
"t-talents": "Talents",
"t-talents": "Talentos",
"t-base": "Base",
"t-base-talents": "BASE TALENTS",
"t-homeland": "Homeland",
"t-caste-a": "Caste A",
"t-caste-b": "Caste B",
"t-bloodline": "Bloodline",
"t-education": "Education",
"t-nature": "Nature",
"t-archetype": "Archetype",
"t-other": "Other",
"t-attributes": "ATTRIBUTES",
"t-agility": "Agility",
"t-awareness": "Awareness",
"t-brawn": "Brawn",
"t-coordination": "Coordination",
"t-intelligence": "Intelligence",
"t-personality": "Personality",
"t-willpower": "Willpower",
"t-name": "Name",
"t-rank": "Rank",
"t-skill": "Skill",
"t-none": "None",
"t-acrobat": "Acrobatics",
"t-alchemy": "Alchemy",
"t-animal-handling": "Animal Handling",
"t-athletics": "Athletics",
"t-command": "Command",
"t-counsel": "Counsel",
"t-craft": "Craft",
"t-discipline": "Discipline",
"t-healing": "Healing",
"t-insight": "Insight",
"t-linguistics": "Linguistics",
"t-lore": "Lore",
"t-melee": "Melee",
"t-observation": "Observation",
"t-parry": "Parry",
"t-persude": "Persuade",
"t-ranged-weapons": "Ranged Weapons",
"t-resistance": "Resistance",
"t-sailing": "Sailing",
"t-society": "Society",
"t-sorcery": "Sorcery",
"t-stealth": "Stealth",
"t-survival": "Survival",
"t-thievery": "Thievery",
"t-warfare": "Warfare",
"t-effect": "Effect",
"as-attributes-and-skills": "Attributes &amp; Skills",
"as-agility": "AGILITY",
"as-skill": "Skill",
"as-expertise": "Exp",
"t-homeland": "Terra Natal",
"t-caste-a": "Casta A",
"t-caste-b": "Casta B",
"t-bloodline": "Linhagem",
"t-education": "Educação",
"t-nature": "Natureza",
"t-archetype": "Arquétipo",
"t-other": "Outro",
"t-attributes": "ATRIBUTOS",
"t-agility": "Agilidade",
"t-awareness": "Atenção",
"t-brawn": "Músculo",
"t-coordination": "Coordenação",
"t-intelligence": "Inteligência",
"t-personality": "Personalidade",
"t-willpower": "Vontade",
"t-name": "Nome",
"t-rank": "Grad.",
"t-skill": "Perícia",
"t-none": "Nenhum",
"t-acrobat": "Acrobatismo",
"t-alchemy": "Alquimia",
"t-animal-handling": "Domar Animais",
"t-athletics": "Atletismo",
"t-command": "Comandar",
"t-counsel": "Aconselhar",
"t-craft": "Manufatura",
"t-discipline": "Disciplina",
"t-healing": "Curar",
"t-insight": "Discernimento",
"t-linguistics": "Linguística",
"t-lore": "Saber",
"t-melee": "Combater",
"t-observation": "Observar",
"t-parry": "Aparar",
"t-persude": "Persuasão",
"t-ranged-weapons": "Pontaria",
"t-resistance": "Resistência",
"t-sailing": "Velejar",
"t-society": "Sociedade",
"t-sorcery": "Feitiçaria",
"t-stealth": "Furtividade",
"t-survival": "Sobrevivência",
"t-thievery": "Ladinagem",
"t-warfare": "Guerra",
"t-effect": "Efeito",
"as-attributes-and-skills": "Atributos e Perícias",
"as-agility": "AGILIDADE",
"as-skill": "Perícia",
"as-expertise": "Esp",
"as-focus": "Foc",
"as-target-number": "TN",
"as-acrobatics": "Acrobatics",
"as-melee": "Melee",
"as-stealth": "Stealth",
"as-awareness": "AWARENESS",
"as-insight": "Insight",
"as-observation": "Observation",
"as-survival": "Survival",
"as-thievery": "Thievery",
"as-brawn": "BRAWN",
"as-athletics": "Athletics",
"as-resistance": "Resistance",
"as-coordination": "COORDINATION",
"as-parry": "Parry",
"as-ranged-weapons": "Ranged/W",
"as-sailing": "Sailing",
"as-intelligence": "INTELLIGENCE",
"as-alchemy": "Alchemy",
"as-craft": "Craft",
"as-healing": "Healing",
"as-linguistics": "Linguistics",
"as-lore": "Lore",
"as-warfare": "Warfare",
"as-personality": "PERSONALITY",
"as-animal-handling": "Animal/H",
"as-command": "Command",
"as-counsel": "Counsel",
"as-persuade": "Persuade",
"as-society": "Society",
"as-willpower": "WILLPOWER",
"as-discipline": "Discipline",
"as-sorcery": "Sorcery",
"m-magic": "Magic",
"m-spell": "Spell",
"m-difficulty": "Difficulty",
"m-duration": "Duration",
"m-cost": "Cost",
"as-target-number": "NA",
"as-acrobatics": "Acrobatismo",
"as-melee": "Combater",
"as-stealth": "Furtividade",
"as-awareness": "ATENÇÃO",
"as-insight": "Discernimento",
"as-observation": "Observar",
"as-survival": "Sobrevivência",
"as-thievery": "Ladinagem",
"as-brawn": "MÚSCULO",
"as-athletics": "Atletismo",
"as-resistance": "Resistência",
"as-coordination": "COORDENAÇÃO",
"as-parry": "Aparar",
"as-ranged-weapons": "Pontaria",
"as-sailing": "Velejar",
"as-intelligence": "INTELIGÊNCIA",
"as-alchemy": "Alquimia",
"as-craft": "Manufatura",
"as-healing": "Curar",
"as-linguistics": "Linguística",
"as-lore": "Saber",
"as-warfare": "Guerra",
"as-personality": "PERSONALIDADE",
"as-animal-handling": "Domar Animais",
"as-command": "Comandar",
"as-counsel": "Aconselhar",
"as-persuade": "Persuasão",
"as-society": "Sociedade",
"as-willpower": "VONTADE",
"as-discipline": "Disciplina",
"as-sorcery": "Feitiçaria",
"m-magic": "Magia",
"m-spell": "Feitiço",
"m-difficulty": "Dificuldade",
"m-duration": "Duração",
"m-cost": "Custo",
"m-momentum": "Momentum",
"m-description": "Description",
"m-description": "Descrição",
"xp-xp-tracker": "XP Tracker",
"xp-total-xp": "Total XP:",
"xp-spent-xp": "Spent XP:",
"xp-available-xp": "Available XP:",
"xp-date": "Date",
"xp-xp-gain": "XP Gain",
"xp-xp-spend": "XP Spend",
"xp-spend-description": "Spend Description",
"al-adventuring-log": "Adventuring Log",
"al-date": "Date:",
"al-title": "Title:",
"al-value-amount": "Value/Amt:",
"al-search": "Search",
"al-clear": "Clear",
"tp-4": "Skill",
"tp-5": "Rolls ",
"tp-6": "dice!",
"tp-7": "Target number is:",
"tp-8": "Scores",
"tp-9": "unskilled",
"tp-11": "successes!",
"tp-16": "Roll result:",
"tp-19": "Plus",
"tp-20": "focus!",
"tp-23": "Total Success:",
"tp-12": "Wounds,",
"tp-13": "Treated",
"tp-15": "You are Encumbered !!!",
"tp-31": "Location",
"tp-32": "Weight",
"tp-33": "Condition",
"tp-35": "Value",
"tp-36": "Equipped",
"tp-37": "Description :",
"tp-38": "Effects :",
"tp-39": "Qualities :",
"tp-27": "Base",
"tp-28": "Skill",
"tp-29": "Rank",
"tp-30": "Effects :",
"xp-total-xp": "XP Total:",
"xp-spent-xp": "XP Gasto:",
"xp-available-xp": "XP Dispon.",
"xp-date": "Data",
"xp-xp-gain": "XP Ganho",
"xp-xp-spend": "XP Gasto",
"xp-spend-description": "Descrição do Gasto",
"al-adventuring-log": "Log de Aventura",
"al-date": "Data:",
"al-title": "Título:",
"al-value-amount": "Valor/Qtd.",
"al-search": "Procurar",
"al-clear": "Limpar",
"tp-4": "Perícia",
"tp-5": "Rolagens",
"tp-6": "Dado!",
"tp-7": "O número alvo é:",
"tp-8": "Valor",
"tp-9": "não hábil",
"tp-11": "sucessos!",
"tp-16": "Resultado da rolagem:",
"tp-19": "Mais",
"tp-20": "foco!",
"tp-23": "Sucessos Totais!",
"tp-12": "Ferimentos,",
"tp-13": "Tratado",
"tp-15": "Você está Sobrecarregado !!!",
"tp-31": "Localização",
"tp-32": "Peso",
"tp-33": "Condição",
"tp-35": "Valor",
"tp-36": "Equipado",
"tp-37": "Descrição :",
"tp-38": "Efeitos :",
"tp-39": "Qualidades :",
"tp-27": "Básico",
"tp-28": "Perícia",
"tp-29": "Grad.",
"tp-30": "Efeitos :",
"tp-14": "Trauma,",
"tp-21": "Suffers",
"tp-22": "complication!",
"tp-21": "Sofre",
"tp-22": "complicação!",
"tp-1": "You are missing the api_chk key/value in your macro.",
"tp-2": "Please see the character sheet ",
"tp-3": " scroll for more details.",
"tp-18": "Unskilled!"
"tp-2": "Por favor, veja a ficha de personagem",
"tp-3": " role para mais detalhes.",
"tp-18": "Não hábil!"
}
+126 -126
View File
@@ -1,145 +1,145 @@
{
"tab-pc": "Персонаж",
"tab-spaceship": "Корабль",
"tab-utility": "Utility",
"tab-utility": "Прочее",
"Attributes": "Характеристики",
"attribute-strength": "Сила",
"attribute-agility": "Проворство",
"attribute-strength": "Телосложение",
"attribute-agility": "Ловкость",
"attribute-wits": "Смекалка",
"attribute-empathy": "Эмпатия",
"skill-force": "Сила",
"skill-melee-combat": "Ближний бой",
"skill-dexterity": "Ловкость",
"skill-dexterity": "Проворство",
"skill-infiltration": "Скрытность",
"skill-ranged-combat": "Стрельба",
"skill-ranged-combat-short": "Дальнобойное",
"skill-pilot": "Пилотирование",
"skill-observation": "Наблюдательность",
"skill-survival": "Выживание",
"skill-data-djinn": "Data Djinn",
"skill-data-djinn": "Инфомантия",
"skill-data-djinn-short": "Джинн",
"skill-medicurgy": "Медикургия",
"skill-science": "Наука",
"skill-technology": "Технологии",
"skill-manipulation": "Манипуляция",
"skill-technology": "Технологика",
"skill-manipulation": "Влияние",
"skill-command": "Лидерство",
"skill-culture": "Культура",
"skill-culture": "Мудрость",
"skill-mystic-powers": "Психомистицизм",
"button-reset-ep": "Reset EP",
"button-reset-ep": "Сброс ПЭ",
"button-roll-initiative": "Инициатива",
"button-roll-ship-armor": "Доспех",
"button-roll-ship-armor": "Броня",
"button-ship-sensors": "Сенсоры",
"button-roll-armor": "Доспех",
"button-roll-radiation": "Radiation",
"button-roll-primary-weapon": "Primary Weapon Attack",
"button-roll-secondary-weapon": "Secondary Weapon Attack",
"char-experience": "Experience",
"button-roll-armor": "Броня",
"button-roll-radiation": "Радиация",
"button-roll-primary-weapon": "Атака Главным Орудием",
"button-roll-secondary-weapon": "Атака Вспомогательным Орудием",
"char-experience": "Опыт",
"char-name": "Название",
"char-background": "Происхождение",
"char-concept": "Concept",
"char-icon": "Icon",
"char-group-concept": "Group Concept",
"char-reputation": "Reputation",
"char-personal-problem": "Personal Problem",
"char-hitpoints": "Hitpoints",
"char-hitpoint-bonus": "Talent bonus",
"char-hitpoint-max": "Maximum",
"char-mindpoints": "Mindpoints",
"char-concept": "Амплуа",
"char-icon": "Лик",
"char-group-concept": "Амплуа группы",
"char-reputation": "Репутация",
"char-personal-problem": "Личная проблема",
"char-hitpoints": "Здоровье",
"char-hitpoint-bonus": "Модификатор",
"char-hitpoint-max": "Максимум",
"char-mindpoints": "Рассудок",
"char-mindpoint-bonus": "Talent bonus",
"char-mindpoint-max": "Maximum",
"char-birr": "Birr",
"ship-energy": "Energy Points",
"ship-energy-current": "Current EP",
"ship-energy-max": "Maximum",
"ship-energy-used": "Ep in use",
"ship-hull": "Hull Points",
"ship-hull-current": "Current HP",
"ship-hull-max": "Maximum",
"ship-critical-damage": "Critical Damage",
"ship-maneuverability": "Maneuverability",
"char-mindpoint-max": "Максимум",
"char-birr": "Бирры",
"ship-energy": "Пункты Энергии",
"ship-energy-current": "Текущие ПЭ",
"ship-energy-max": "Максимум",
"ship-energy-used": "ПЭ используется",
"ship-hull": "Запас прочности",
"ship-hull-current": "Прочность",
"ship-hull-max": "Максимум",
"ship-critical-damage": "Критические повреждения",
"ship-maneuverability": "Манёвренность",
"ship-speed": "Скорость",
"ship-signature": "Заметность",
"ship-armor": "Доспех",
"ship-armor": "Броня",
"ship-max-modules": "Модули",
"ship-cargo": "Cargo",
"ship-shipyard": "Shipyard",
"ship-name": "Ship name",
"ship-class": "Class & Type",
"ship-cargo": "Груз",
"ship-shipyard": "Верфь",
"ship-name": "Название корабля",
"ship-class": "Класс",
"ship-problem": "Проблема",
"ship-debt": "Debt",
"ship-ep": "EP",
"ship-bridge": "Bridge",
"ship-reactor": "Reactor",
"ship-graviton-projector": "Graviton projector",
"ship-debt": "Долг",
"ship-ep": "ПЭ",
"ship-bridge": "Мостик",
"ship-reactor": "Реактор",
"ship-graviton-projector": "Гравитонные двигатели",
"ship-type": "Тип",
"ship-signature-current": "Current Signature",
"ship-signature-sensors": "Sensors",
"ship-signature-transponder": "Transponder",
"ship-signature-radio": "Comms",
"ship-signature-reactor": "Reactor",
"ship-signature-passive": "Пассивное",
"ship-signature-active": "Активный",
"ship-signature-extreme": "Extreme",
"ship-combat-manager": "Combat manager",
"macro-title-ship-actions": "Selected Ship Actions",
"macro-title-character-actions": "Selected Character Actions",
"macro-ship-actions": "Ship Actions",
"macro-character-actions": "Character Actions",
"ship-action-captain-menu": "Captain orders",
"ship-action-captain-repair-label": "Repair!",
"ship-action-captain-repair-description": "For every success: the crew gains +1 modifier to <strong>repair (engineer)</strong>.",
"ship-action-captain-evade-label": "Evade!",
"ship-action-captain-evade-description": "For every success: the crew gains +1 modifier to <strong>evasive maneuvers (pilot)</strong> and <strong>break target lock (sensors)</strong>.",
"ship-action-captain-retreat-label": "Retreat!",
"ship-action-captain-retreat-description": "For every success: the crew gains +1 modifier to <strong>retreat (pilot)</strong>.",
"ship-action-captain-attack-label": "Attack!",
"ship-action-captain-attack-description": "For every success: the crew gains +1 modifier to <strong>advance (pilot)</strong> and <strong>attack (gunner)</strong>.",
"ship-action-engineer-menu": "Engineer actions",
"ship-action-engineer-overload-label": "Overload Reactor",
"ship-action-engineer-overload-description": "For every success: gain 1 bonus energy point and take 1 point of hull damage. If you fail the roll, take 1 point of hull damage.",
"ship-action-engineer-repair-hull-label": "Repair Hull Damage",
"ship-action-engineer-repair-hull-description": "For every success: restore 1 hull point.",
"ship-action-engineer-repair-system-label": "Repair System Damage",
"ship-action-engineer-repair-system-description": "For every success: restore 1 energy point.",
"ship-action-engineer-repair-critical-label": "Repair Critical Damage",
"ship-action-engineer-repair-critical-description": "If successful: remove 1 critical condition.",
"ship-action-engineer-repair-module-label": "Repair Module",
"ship-action-engineer-repair-module-description": "If successful: restore 1 ship module.",
"ship-action-engineer-airlock-label": "Open Airlock",
"ship-action-engineer-airlock-description": "If successful: open the airlock of a docked ship.",
"ship-action-pilot-menu": "Pilot actions",
"ship-action-pilot-position-label": "Position",
"ship-action-pilot-position-description": "For every success: increase initiative by 1.",
"ship-action-pilot-advance-label": "Advance / Retreat",
"ship-action-pilot-advance-description": "For every success: move 1 segment on the map.",
"ship-action-pilot-evade-label": "Evade",
"ship-action-pilot-evade-description": "For every success: attacks against this ship gains a -1 modifier.",
"ship-action-pilot-ram-label": "Ram Attack",
"ship-action-pilot-ram-description": "Opposed roll. If successful: you ram the target ship.",
"ship-action-pilot-board-label": "Boarding",
"ship-action-pilot-board-description": "Opposed roll. If successful: you dock with the target ship.",
"ship-action-opposing-pilot": "Opposing Pilot Check",
"ship-action-sensors-menu": "Sensor Operative actions",
"ship-action-sensors-target-lock-label": "Target Lock",
"ship-action-sensors-target-lock-description": "If successful: establish a target lock on the target ship. Attacks against this ship gains a positive modifier equal to the number of successes.",
"ship-action-sensors-break-lock-label": "Break Target Lock",
"ship-action-sensors-break-lock-description": "If successful: the enemy target lock is removed.",
"ship-action-sensors-pulse-attack-label": "Pulse Attack",
"ship-action-sensors-pulse-attack-description": "For every success: deal 1 point of energy damage to target ship.",
"ship-action-sensors-meme-launch-label": "Launch Meme",
"ship-action-sensors-meme-launch-description": "If successful: get a list of modules from the target ship",
"ship-action-sensors-meme-attack-label": "Meme Attack",
"ship-action-sensors-meme-attack-description": "If successful: disable a module on the target ship.",
"ship-action-sensors-disappear-label": "Disappear",
"ship-action-sensors-disappear-description": "If successful: end combat.",
"ship-action-sensors-detect": "Sensors",
"ship-action-sensors-detect-description": "<strong>1-2 Successes</strong><br/>Distance, course<br/><strong>3 Successes</strong><br/>Distance, class, course, weapons.",
"ship-signature-current": "Текущая Заметность",
"ship-signature-sensors": "Сенсоры",
"ship-signature-transponder": "Транспондер",
"ship-signature-radio": "Связь",
"ship-signature-reactor": "Реактор",
"ship-signature-passive": "Пассивные",
"ship-signature-active": "Активные",
"ship-signature-extreme": "Предельные",
"ship-combat-manager": "Боевые характеристики",
"macro-title-ship-actions": "Выбранные действия корабля",
"macro-title-character-actions": "Выбранные действия персонажа",
"macro-ship-actions": "Действия корабля",
"macro-character-actions": "Действия персонажа",
"ship-action-captain-menu": "Приказы капитана",
"ship-action-captain-repair-label": "Ремонт!",
"ship-action-captain-repair-description": "За каждый успех: экипаж получает +1 модификатор к <strong>ремонту (инженерная фаза)</strong>.",
"ship-action-captain-evade-label": "Защита!",
"ship-action-captain-evade-description": "За каждый успех: экипаж получает +1 модификатор к <strong>маневрам уклонения (пилотажная фаза)</strong> и <strong>срыву захвата цели (сенсорная фаза)</strong>.",
"ship-action-captain-retreat-label": "Отход!",
"ship-action-captain-retreat-description": "За каждый успех: экипаж получает +1 модификатор к <strong>отходу (пилотажная фаза)</strong>.",
"ship-action-captain-attack-label": "Атака!",
"ship-action-captain-attack-description": "За каждый успех: экипаж получает модификатор +1 к <strong>наступлению (пилотажная фаза)</strong> и <strong>к атаке (огневая фаза)</strong>.",
"ship-action-engineer-menu": "Действия бортинженера",
"ship-action-engineer-overload-label": "Перегрузка реактора",
"ship-action-engineer-overload-description": "За каждый успех: получите 1 дополнительный пункт энергии и получите 1 пункт урона. Если вы провалите бросок, получите 1 пункт урона.",
"ship-action-engineer-repair-hull-label": "Ремонт структурных повреждений",
"ship-action-engineer-repair-hull-description": "За каждый успех: восстановите 1 очко прочности.",
"ship-action-engineer-repair-system-label": "Ремонт системных повреждений",
"ship-action-engineer-repair-system-description": "За каждый успех: восстановите 1 пункт энергии.",
"ship-action-engineer-repair-critical-label": "Ремонт критических повреждений",
"ship-action-engineer-repair-critical-description": "В случае успеха: снимите 1 критическое повреждение.",
"ship-action-engineer-repair-module-label": "Ремонт модуля",
"ship-action-engineer-repair-module-description": "В случае успеха: восстановите 1 модуль корабля.",
"ship-action-engineer-airlock-label": "Взлом шлюза",
"ship-action-engineer-airlock-description": "В случае успеха: откройте шлюз пристыкованного корабля.",
"ship-action-pilot-menu": "Действия пилота",
"ship-action-pilot-position-label": "Тактический манёвр",
"ship-action-pilot-position-description": "За каждый успех: повысьте инициативу на 1.",
"ship-action-pilot-advance-label": "Наступление / Отступление",
"ship-action-pilot-advance-description": "За каждый успех: переместитесь на 1 сегмент на карте.",
"ship-action-pilot-evade-label": "Манёвр уклонения",
"ship-action-pilot-evade-description": "За каждый успех: атаки по этому кораблю получают модификатор -1.",
"ship-action-pilot-ram-label": "Таран",
"ship-action-pilot-ram-description": "Встречная проверка. В случае успеха: вы тараните целевой корабль.",
"ship-action-pilot-board-label": "Абордаж",
"ship-action-pilot-board-description": "Встречная проверка. В случае успеха: вы стыкуетесь с целевым кораблем.",
"ship-action-opposing-pilot": "Встречная проверка пилота",
"ship-action-sensors-menu": "Действия штурмана",
"ship-action-sensors-target-lock-label": "Захват цели",
"ship-action-sensors-target-lock-description": "В случае успеха: установите захват цели на целевом корабле. Атаки против этого корабля получают положительный модификатор, равный количеству успехов.",
"ship-action-sensors-break-lock-label": "Противодействие захвату",
"ship-action-sensors-break-lock-description": "В случае успеха: вражеский захват цели снимается.",
"ship-action-sensors-pulse-attack-label": "Импульсная атака",
"ship-action-sensors-pulse-attack-description": "За каждый успех: нанесите 1 очко системного урона целевому кораблю.",
"ship-action-sensors-meme-launch-label": "Запуск мема",
"ship-action-sensors-meme-launch-description": "В случае успеха: получите список модулей целевого корабля.",
"ship-action-sensors-meme-attack-label": "Атака мемом",
"ship-action-sensors-meme-attack-description": "В случае успеха: отключите модуль на целевом корабле.",
"ship-action-sensors-disappear-label": "Исчезновение",
"ship-action-sensors-disappear-description": "В случае успеха: закончите бой.",
"ship-action-sensors-detect": "Сенсоры",
"ship-action-sensors-detect-description": "<strong>1-2 Успеха</strong><br/>Расстояние, курс<br/><strong>3 Успеха</strong><br/>Расстояние, класс, курс, вооружение.",
"label-talents": "Таланты",
"label-critical-injuries": "Критические травмы",
"label-relationships": "Отношения",
"label-weapons": "Оружие",
"label-gear": "Снаряжение",
"label-armor": "Доспех",
"label-armor": "Броня",
"label-features": "Особенности",
"label-ship-weapons": "Ship Weapons",
"label-ship-crew-captain": "Капитан",
@@ -152,12 +152,12 @@
"label-relationships-buddy": "Друг",
"label-notes": "Заметки",
"label-macros": "Макросы",
"label-stats": "Stats",
"label-stats": "Характеристики",
"label-info": "Информация",
"placeholder-weapon": "Weapon Name",
"placeholder-gear": "Снаряжение",
"placeholder-critical-injury": "Критические травмы",
"placeholder-armor": "Доспех",
"placeholder-armor": "Броня",
"placeholder-comment": "Особое",
"placeholder-talent": "Талант",
"placeholder-feature": "Особенности",
@@ -166,7 +166,7 @@
"placeholder-cargo": "Груз",
"placeholder-character": "Персонаж",
"item-bonus": "Бонус",
"item-init": "Init",
"item-init": "Иниц",
"item-damage": "Дмг",
"item-crit": "Крит",
"item-range": "Дистанция",
@@ -177,10 +177,10 @@
"item-range-short": "Короткая",
"item-range-medium": "Средняя",
"item-range-long": "Длинная",
"item-range-extreme": "Extreme",
"item-range-extreme": "Предельные",
"item-armor-rating": "Рейтинг",
"item-armor-worn": "Надетое",
"item-disabled": "Отключённый",
"item-disabled": "Отключено",
"item-cargo-unit": "Масса",
"item-type-ranged": "Дальнобойное",
"item-type-melee": "Ближнебойное",
@@ -189,25 +189,25 @@
"query-modifier": "Модификатор",
"query-cover": "Бонус укрытия",
"query-initiative": "Бонус инициативы",
"query-prayer": "Prayer Modifier",
"query-signature": "Enemy Signature",
"rolltemplate-pray": "Молиться лика",
"query-prayer": "Модификатор молитвы",
"query-signature": "Заметность врага",
"rolltemplate-pray": "Молиться ликам",
"rolltemplate-modification": "Модификаторы",
"rolltemplate-dice-rerolled": "Переброс",
"rolltemplate-dice": "кости",
"rolltemplate-dice": "костей",
"rolltemplate-weapon": "Оружие",
"rolltemplate-initiative-check": "Проверка инициативы",
"rolltemplate-initiative-action": "броски",
"rolltemplate-initiative-effect": "инициатива!",
"rolltemplate-initiative-action": "бросает",
"rolltemplate-initiative-effect": "на инициативу!",
"rolltemplate-radiation-check": "Проверка радиации",
"rolltemplate-radiation-action": "takes",
"rolltemplate-radiation-effect": "radiation damage!",
"rolltemplate-radiation-action": "получает",
"rolltemplate-radiation-effect": "урона радиацией!",
"rolltemplate-armor-check": "Проверка брони",
"rolltemplate-armor-action": "blocks",
"rolltemplate-armor-effect": "points of damage",
"rolltemplate-ship-armor-check": "Ship Armor Check",
"rolltemplate-armor-action": "блокирует",
"rolltemplate-armor-effect": "очков урона",
"rolltemplate-ship-armor-check": "Броня Корабля",
"rolltemplate-range": "Дистанция",
"rolltemplate-target": "Цель",
"rolltemplate-ep-available": "EP assigned",
"rolltemplate-prayer-modifier": "Prayer modifier"
"rolltemplate-ep-available": "ПЭ назначено",
"rolltemplate-prayer-modifier": "Модификатор молитвы"
}
+1 -1
View File
@@ -12,7 +12,7 @@
"modifiers-u": "МОДИФИКАТОРЫ",
"modifiers-positive": "Положительные",
"modifiers-negative": "Негативные",
"modifiers-prompt": "Add Prompt In Roll",
"modifiers-prompt": "Спрашивать модификатор",
"attributes-u": "ХАРАКТЕРИСТИКИ",
"attributes-strength": "Телосложение",
"attributes-agility": "Ловкость",
File diff suppressed because it is too large Load Diff
+135 -58
View File
@@ -6,6 +6,7 @@
<input type="hidden" name="attr_position_query" value="" />
<input type="hidden" name="attr_effect_query" value="" />
<input type="hidden" name="attr_fortune" value="" />
<input type="hidden" name="attr_indulge" value="" />
</div>
<input type="hidden" id="page-selector" name="attr_setting_currentPage" value="0">
<select name="attr_setting_currentPage">
@@ -134,53 +135,53 @@
<div class="grid gth-5 gtw-11 gw-2 border-left">
<div class="gw-11 bg-black b text-center upcase" data-i18n="Status">Status</div>
<div class="gw-11 gh-4 tracker tracked-dark grid gtw-11 gth-4 gapw-2 gaph-2 pad-top">
<input type="radio" value="0" name="attrpc_status" class="shape-cross track-zero checked-hidden" checked="true">
<input type="radio" value="1" name="attrpc_status" class="shape-square-med">
<input type="radio" value="2" name="attrpc_status" class="shape-square-med">
<input type="radio" value="3" name="attrpc_status" class="shape-square-med">
<input type="radio" value="4" name="attrpc_status" class="shape-square-med">
<input type="radio" value="5" name="attrpc_status" class="shape-square-med">
<input type="radio" value="6" name="attrpc_status" class="shape-square-med">
<input type="radio" value="7" name="attrpc_status" class="shape-square-med">
<input type="radio" value="8" name="attrpc_status" class="shape-square-med">
<input type="radio" value="9" name="attrpc_status" class="shape-square-med">
<input type="radio" value="10" name="attrpc_status" class="shape-diamond-med">
<input type="radio" value="0" name="attr_pc_status" class="shape-cross track-zero checked-hidden" checked="true">
<input type="radio" value="1" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="2" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="3" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="4" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="5" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="6" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="7" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="8" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="9" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="10" name="attr_pc_status" class="shape-diamond-med">
<input type="radio" disabled class="shape-square-med shape-hidden">
<input type="radio" value="11" name="attrpc_status" class="shape-square-med">
<input type="radio" value="12" name="attrpc_status" class="shape-square-med">
<input type="radio" value="13" name="attrpc_status" class="shape-square-med">
<input type="radio" value="14" name="attrpc_status" class="shape-square-med">
<input type="radio" value="15" name="attrpc_status" class="shape-square-med">
<input type="radio" value="16" name="attrpc_status" class="shape-square-med">
<input type="radio" value="17" name="attrpc_status" class="shape-square-med">
<input type="radio" value="18" name="attrpc_status" class="shape-square-med">
<input type="radio" value="19" name="attrpc_status" class="shape-square-med">
<input type="radio" value="20" name="attrpc_status" class="shape-diamond-med">
<input type="radio" value="11" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="12" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="13" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="14" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="15" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="16" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="17" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="18" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="19" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="20" name="attr_pc_status" class="shape-diamond-med">
<input type="radio" disabled class="shape-square-med shape-hidden">
<input type="radio" value="21" name="attrpc_status" class="shape-square-med">
<input type="radio" value="22" name="attrpc_status" class="shape-square-med">
<input type="radio" value="23" name="attrpc_status" class="shape-square-med">
<input type="radio" value="24" name="attrpc_status" class="shape-square-med">
<input type="radio" value="25" name="attrpc_status" class="shape-square-med">
<input type="radio" value="26" name="attrpc_status" class="shape-square-med">
<input type="radio" value="27" name="attrpc_status" class="shape-square-med">
<input type="radio" value="28" name="attrpc_status" class="shape-square-med">
<input type="radio" value="29" name="attrpc_status" class="shape-square-med">
<input type="radio" value="30" name="attrpc_status" class="shape-diamond-med">
<input type="radio" value="21" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="22" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="23" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="24" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="25" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="26" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="27" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="28" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="29" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="30" name="attr_pc_status" class="shape-diamond-med">
<input type="radio" disabled class="shape-square-med shape-hidden">
<input type="radio" value="31" name="attrpc_status" class="shape-square-med">
<input type="radio" value="32" name="attrpc_status" class="shape-square-med">
<input type="radio" value="33" name="attrpc_status" class="shape-square-med">
<input type="radio" value="34" name="attrpc_status" class="shape-square-med">
<input type="radio" value="35" name="attrpc_status" class="shape-square-med">
<input type="radio" value="36" name="attrpc_status" class="shape-square-med">
<input type="radio" value="37" name="attrpc_status" class="shape-square-med">
<input type="radio" value="38" name="attrpc_status" class="shape-square-med">
<input type="radio" value="39" name="attrpc_status" class="shape-square-med">
<input type="radio" value="40" name="attrpc_status" class="shape-diamond-med">
<input type="radio" value="31" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="32" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="33" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="34" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="35" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="36" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="37" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="38" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="39" name="attr_pc_status" class="shape-square-med">
<input type="radio" value="40" name="attr_pc_status" class="shape-diamond-med">
</div>
</div>
</div>
@@ -896,8 +897,10 @@
</div>
</div>
</div>
<div class="text-center ">
<button type="roll" class="bordered bg-white b upcase pad-left pad-top pad-right pad-bottom" data-i18n="RollFortune" value="&#38;{template:cob-fortune} {{name=@{pcname}}} {{fortune=1}} {{stat=@{fortune}}} @{numberofdice}">
<div class="grid gtw-2 gth-1 text-center ">
<button type="roll" class="bordered bg-white b upcase marg-left marg-top marg-right marg-bottom" data-i18n="Fortune" value="&#38;{template:cob-fortune} {{name=@{pcname}}} {{fortune=1}} {{stat=@{fortune}}} @{numberofdice}">
</button>
<button type="roll" class="bordered bg-white b upcase marg-left marg-top marg-right marg-bottom" data-i18n="Indulge" value="&#38;{template:cob-indulge} {{name=@{pcname}}} {{fortune=1}} {{stat=@{indulge}}} @{indulge_formula}">
</button>
</div>
<div class="grid gtw-9 marg-top">
@@ -1128,7 +1131,7 @@
</div>
</div>
<div class="text-center marg-top pad-top">
<button type="roll" class="bordered bg-white b upcase pad-left pad-top pad-right pad-bottom" data-i18n="RollFortune" value="&#38;{template:cob-fortune} {{name=@{coteriename}}} {{fortune=1}} {{stat=@{fortune}}} @{numberofdice}">
<button type="roll" class="bordered bg-white b upcase marg-left marg-top marg-right marg-bottom" data-i18n="Fortune" value="&#38;{template:cob-fortune} {{name=@{coteriename}}} {{fortune=1}} {{stat=@{fortune}}} @{numberofdice}">
</button>
</div>
<div class="grid-favoured-contact ">
@@ -2716,7 +2719,7 @@
<span class="downcase" data-i18n="IsPublishedBy"></span>&nbsp;
<span class="b capitalise" data-i18n="ACoupleOfDrakes"></span>&nbsp;(www.acoupleofdrakes.com).
</div>
<div class="flex-right b"><span data-i18n="Version"></span>&nbsp;1.0.3</div>
<div class="flex-right b"><span data-i18n="Version"></span>&nbsp;1.1.0</div>
</div>
</div>
</div>
@@ -2780,7 +2783,8 @@
</div>
</div>
<div class="resist-desc">
<span data-i18n="ResistanceRollExplanation"></span>
<span class="b" data-i18n="ResistanceRollExplanation1"></span>
<span data-i18n="ResistanceRollExplanation2"></span>
</div>
</div>
</rolltemplate>
@@ -2806,10 +2810,37 @@
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-cob-indulge">
<div class="template-container">
<div class="upper">
<div class="name">{{name}} <span data-i18n="RollsToReduceStress"></span></div>
<div class="stat">{{stat}}</div>
</div>
<div class="lower">
<div class="dice">
{{^zerodice}}
<div class="zerodice3">
<span data-i18n="Dice"></span>
</div>
<div>{{dice}}</div>
{{/zerodice}}
{{#zerodice}}
<div class="zerodice3" data-i18n="ZeroDice"></div>
<div class="zerodice1">{{zerodice}}</div>
<div class="zerodice2" data-i18n="ZeroDiceDescription"></div>
{{/zerodice}}
</div>
</div>
<div class="resist-desc">
<span class="b" data-i18n="IndulgenceRollExplanation1"></span>
<span data-i18n="IndulgenceRollExplanation2"></span>
</div>
</div>
</rolltemplate>
<script type="text/worker">
const metaData = {
sheetVersion: "1.0.3",
lastUpdate: "2023-01-17"
sheetVersion: "1.1.0",
lastUpdate: "2023-04-11"
};
// shorter alias
@@ -2991,6 +3022,9 @@
position_query: () => `?{${translate("Position")}|${translate("Risky")},position=${translate("Risky")}|${translate("Controlled")},position=${translate("Controlled")}|${translate("Desperate")},position=${translate("Desperate")}|${translate("FortuneRoll")},position=${translate("Fortune")}}`,
effect_query: () => `?{${translate("Effect")}|${translate("Standard")}|${translate("Limited")}|${translate("Great")}|${translate("Extreme")}|${translate("Zero")}}`,
fortune: () => translate("Fortune"),
indulge: () => translate("Indulgence"),
indulge_val: () => "0",
indulge_formula: () => ``,
hideGMTurnRolls: () => "/w gm ",
pcstresssize: () => "2"
@@ -5043,15 +5077,16 @@
[key]: dict[key]()
});
if ((key.startsWith("pcskillval") || key.startsWith("pcattrval") || key.startsWith("factstat")) && !key.endsWith("formula")) {
if ((key.startsWith("pcskillval") || key.startsWith("pcattrval") || key.startsWith("factstat")) && !key.endsWith("formula") && !key.startsWith("indulexp")) {
recalculateFormula(key, dict[key]);
}
}
}
recalculateIndulgence();
};
const debugPrint = (obj) => {
return;
//return;
Object
.keys(obj)
.forEach((prop) => {
@@ -5060,6 +5095,7 @@
};
const recalculateFormula = (key, newValue) => {
log(`Recalculating ${key}: ${newValue}`);
var results = [];
newValue = parseInt(newValue);
for (let i = 0; i <= 5; i++) {
@@ -5067,8 +5103,8 @@
var dice = "";
if (count > 0) {
dice = `${i},dice=${Array(count)
.fill("[[d6]]")
.join("&amp;#44; ")}`;
.fill("[[d6]]")
.join("&amp;#44; ")}`;
} else {
dice = `${i},zerodice=[[d6]]&amp;#44; [[d6]]`;
}
@@ -5094,6 +5130,18 @@
});
};
const recalculateIndulgence = () => {
getAttrs(["pcattrval1", "pcattrval2", "pcattrval3", "pcattrval4", "pcattrval5", "setting_attrcount"], function(values) {
var attrVals = [];
for (let i = 1; i <= parseInt(values["setting_attrcount"]); i++) {
attrVals.push(parseInt(values[`pcattrval${i}`]));
}
var newVal = Math.min(...attrVals);
setAttrs({indulge_val: newVal});
recalculateFormula("indulge", newVal);
});
}
const initialSetup = () => {
// Default values for sheets
setDefaultAttrs(pcDefaults);
@@ -5110,15 +5158,43 @@
fillFactions();
};
const updateVersion = (oldVersion) =>
{
var numbers = oldVersion.split(".");
var oldMajorVersion = parseInt(numbers[0]);
var oldMinorVersion = parseInt(numbers[1]);
var oldRevision = parseInt(numbers[2]);
numbers = metaData.sheetVersion.split(".");
var newMajorVersion = parseInt(numbers[0]);
var newMinorVersion = parseInt(numbers[1]);
var newRevision = parseInt(numbers[2]);
if (oldMajorVersion == "1" && oldMinorVersion < 1) {// 1.1.0
setAttrs({
indulge: translate("Indulgence"),
indulge_val: 0,
indulge_formula: ``,
});
recalculateIndulgence();
}
setAttrs({ version: metaData.sheetVersion });
}
// Event: When a character sheet is opened
on("sheet:opened", () => {
getAttrs(["SheetSetup"], function(values) {
var isSetup = values["SheetSetup"];
if (!isSetup) {
initialSetup();
setAttrs({ SheetSetup: "true" });
getAttrs(["SheetSetup", "version"], function(values) {
var isSetup = values["SheetSetup"];
var version = values["version"];
if (!isSetup) {
initialSetup();
setAttrs({ SheetSetup: "true" });
} else if (version != metaData.sheetVersion) {
updateVersion(version);
}
}
});
);
});
// Event: When the playbook title is entered for the first time
@@ -5319,6 +5395,7 @@
[`${attrName}${attrNum}`]: attrVal
});
recalculateFormula(`${attrName}${attrNum}`, attrVal);
recalculateIndulgence();
});
});
});
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+7 -1
View File
@@ -488,7 +488,11 @@
"ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.",
"IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.",
"IncorruptibleUpgradeName": "Incorruptible",
"Indulge": "Indulge",
"Indulgence": "Indulgence",
"IndulgenceAndSource": "Indulgence &amp; source",
"IndulgenceRollExplanation1": "Clear stress equal to the highest die result.",
"IndulgenceRollExplanation2": "If you would clear more stress than you have marked, you Overindulge.",
"IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.",
"IndustriousUpgradeName": "Industrious",
"Influence": "Influence",
@@ -731,7 +735,8 @@
"Reputations": "Reputations",
"Reset": "Reset",
"ResistanceDescription": "Resistance description",
"ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.",
"ResistanceRollExplanation1": "Suffer 6 stress minus the highest die result.",
"ResistanceRollExplanation2": "When you roll a critical on resistance, clear 1 stress.",
"ResistsAConsequenceWith": "Resists a consequence with",
"Retinue": "Retinue",
"RetinueLevel1HarmDescription": "Weakened: Reduced effect.",
@@ -748,6 +753,7 @@
"RollFortune": "Roll fortune",
"Rolls": "Rolls",
"RollsFortune": "Rolls fortune",
"RollsToReduceStress": "Rolls to reduce stress",
"SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.",
"SanctumSanctorumUpgradeName": "Sanctum sanctorum",
"Scale": "Scale",
+15 -15
View File
@@ -1,5 +1,5 @@
{
"info-about-sheet": "Info about sheet?",
"info-about-sheet": "Informations sur la feuille ?",
"whisp-skill-rolls-gm": "Murmurer les Jets de compétences au MJ",
"whisp-skill-rolls-gm-info": "Par défaut, tous les jets sont visibles par tous les joueurs dans la fenêtre de discussion. L'option Demander pour murmurer fera apparaître une boîte de dialogue à chaque jet pour savoir si le jet doit être envoyé en privé (visible seulement par le MJ et vous). Toujours murmurer les jets de compétence enverra tous les jets de compétence en privé (visibles seulement par le MJ et vous).",
"pc": "PJ ",
@@ -317,7 +317,7 @@
"2-hand": "2-Mains",
"primary-hand": "Main Principale",
"primary-hand-i": "Main Pr.",
"off-hand": "Off Hand",
"off-hand": "Main Secondaire",
"off-hand-i": "Off H.",
"secondary-weapon-i": "Arme secondaire",
"heavy": "Lourd",
@@ -366,15 +366,15 @@
"total-damage-bonus": "Bonus Total de Dégâts",
"general-bonus": "Bonus Général",
"flank": "Tenaille",
"higher-ground": "Higher Ground",
"tight-space": "Tight Space",
"higher-ground": "Terrain surélevé",
"tight-space": "Espace étroit",
"no-proficiency": "No Proficiency",
"range-increment": "Range Increment",
"range-increment": "Incrément de portée",
"damage-bonus": "Bonus de Dégats",
"two-weapons": "Deux armes",
"two-weapons-multiattack": "Deux armes/attaques multiples",
"rapid-shot": "Tir rapide",
"manyshot": "Manyshot",
"manyshot": "Feu nourri",
"flurry-of-blows": "Déluge de coups",
"monk-level": "Niveau Moine",
"autocalculate-full-attack-macro": "Calculer Automatiquement la Macro d'Attaque Complète",
@@ -382,9 +382,9 @@
"bardic-music": "Musique Bardique",
"rage": "Rage",
"sneak-sudden-skirmish": "Sneak/Sudden/Skirmish",
"sneak-damage": "Sneak Damage",
"sudden-damage": "Sudden Damage",
"skirmish-damage": "Skirmish Damage",
"sneak-damage": "Dégâts furtifs",
"sudden-damage": "Dégâts soudains",
"skirmish-damage": "Dégâts d'escarmouche",
"skirmish-AC": "CA Escarmouche ",
"smite-evil": "Smite Evil",
"power-attack": "Attaque en puissance",
@@ -400,7 +400,7 @@
"ability-drained": "Ability Drained",
"blinded": "Aveuglé",
"blown-away": "Repoussé",
"checked": "Checked",
"checked": "Vérifié",
"confused": "Confus",
"cowering": "Recroquevillé sur soi-même",
"dazed": "Étourdi",
@@ -432,7 +432,7 @@
"stable": "Stable",
"staggered": "Chancelant",
"stunned": "Sonné",
"turned": "Turned",
"turned": "Repoussé",
"unconscious": "Inconscient",
"aura-of-courage": "Aura de Courage",
"global-skill-bonus": "Bonus de Compétence Global",
@@ -458,7 +458,7 @@
"times-per-day": "Fois par jour",
"turning-level": "Niveau de renvoi",
"appraise": "Estimation",
"autohypnosis": "Autohypnosis",
"autohypnosis": "Autohypnose",
"not-applicable": "N/A",
"balance": "Équilibre",
"bluff": "Bluff",
@@ -480,7 +480,7 @@
"iaijutsu-focus": "Iaijutsu Focus",
"jump": "Saut",
"knowledge": "Connaissance",
"psionic": "Psionic",
"psionic": "Psionique",
"arcana": "Arcanes",
"engineering-a": "Ingénieur",
"dungeoneering-a": "Exploration souterraine",
@@ -492,7 +492,7 @@
"religion": "Religion",
"the-planes": "Les plans",
"listen": "Perception auditive",
"martial-lore": "Martial Lore",
"martial-lore": "Connaissance martiale",
"move-silently": "Déplacement silencieux",
"open-lock": "Crochetage",
"perform": "Représentation",
@@ -508,7 +508,7 @@
"truespeak": "Truespeak",
"tumble": "Acrobatie",
"use-magic-device": "Utilisation d'objets magiques",
"use-psionic-device": "Use Psionic Device",
"use-psionic-device": "Utilisation d'objets psioniques",
"use-rope": "Maîtrise des cordes",
"other-skills": "Autres compétences",
"skill-name": "Nom de la Compétence",
+81 -81
View File
@@ -1,92 +1,92 @@
{
"info-about-sheet": "Info about sheet?",
"whisp-skill-rolls-gm": "Whisper Skill Rolls to GM",
"info-about-sheet": "Informações sobra a ficha?",
"whisp-skill-rolls-gm": "Confidenciar Rolagens para o Mestre",
"whisp-skill-rolls-gm-info": "All skill rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Skill Rolls will send all skill rolls only to yourself and the GM.",
"pc": "PC ",
"npc": "NPC",
"header": "Header",
"character-name": "Character Name",
"player-name": "Player Name",
"experience-points": "Experience Points",
"homeland": "Homeland",
"race": "Race",
"type": "Type",
"pc": "PJ ",
"npc": "PNJs",
"header": "Cabeçalho",
"character-name": "Nome do Personagem",
"player-name": "Nome do Jogador",
"experience-points": "Pontos de Experiência",
"homeland": "Terra Natal",
"race": "Raça",
"type": "Tipo",
"colossal": "Colossal",
"gargantuan": "Gargantuan",
"huge": "Huge",
"large": "Large",
"medium": "Medium",
"small": "Small",
"tiny": "Tiny",
"diminutive": "Diminutive",
"fine": "Fine",
"size": "Size",
"gender": "Gender",
"alignment": "Alignment",
"deity": "Deity",
"class": "Class",
"gargantuan": "Imenso",
"huge": "Enorme",
"large": "Grande",
"medium": "Médio",
"small": "Pequeno",
"tiny": "Mínimo",
"diminutive": "Diminuto",
"fine": "Ínfimo",
"size": "Tamanho",
"gender": "Gênero",
"alignment": "Alinhamento",
"deity": "Divindade",
"class": "Classe",
"classes": "Classes",
"level": "Level",
"autoCalc": "Auto Calculate",
"level": "vel",
"autoCalc": "Auto Calcular",
"ecl-i": "ECL",
"hit-dice-i": "HD",
"hit-dietype-i": "HD T.",
"hit-diceTotal-i": "HD Total",
"hit-dice-i": "DV",
"hit-dietype-i": "DV T.",
"hit-diceTotal-i": "DV Total",
"skillPointLiv-i": "S.P./lvl.",
"totSkillPoint-i": "S.P. tot.",
"totSkillPoint": "Skill Points Total",
"age": "Age",
"height": "Height",
"weight": "Weight",
"skin": "Skin",
"eyes": "Eyes",
"hair": "Hair",
"totSkillPoint": "Total de Pontos de Perícia",
"age": "Idade",
"height": "Altura",
"weight": "Peso",
"skin": "Pele",
"eyes": "Olhos",
"hair": "Cabelo",
"stats": "Stats",
"weapons": "Weapons",
"armor-class-i": "AC",
"equipment": "Equipment",
"weapons": "Armas",
"armor-class-i": "CA",
"equipment": "Equipamento",
"equipment-i": "Equi",
"turn-undead": "Turn Undead",
"skills": "Skills",
"spells": "Spells",
"skills": "Perícias",
"spells": "Magias",
"powers": "Powers",
"maneuvers-stances": "Maneuvers & Stances",
"notes": "Notes",
"miscellaneous": "Misc",
"all": "All",
"abilities": "Abilities",
"ability-scores": "Ability Scores",
"ability": "Ability",
"notes": "Anotações",
"miscellaneous": "Diversos",
"all": "Todos",
"abilities": "Habilidades",
"ability-scores": "Valores de Habilidade",
"ability": "Habilidade",
"total": "Total",
"total-i": "Tot.",
"modifier": "Mod",
"base": "Base",
"temporary": "Temp",
"temporary-colon": "Temp:",
"action-i": "Act",
"strength-i": "STR",
"note": "Note",
"dexterity-i": "DEX",
"action-i": "Ação",
"strength-i": "FOR",
"note": "Notas",
"dexterity-i": "DES",
"constitution-i": "CON",
"intelligence-i": "INT",
"wisdom-i": "WIS",
"charisma-i": "CHA",
"show-ability-macros": "Show Ability Macros",
"hit-points-i": "HP",
"hit-pointsTotal-i": "HP Total",
"hit-points": "Hit Points",
"current-hit-points": "Current HP",
"current-hit-points-i": "Curr.",
"max": "Max",
"nonlethal-damage": "Nonlethal Damage",
"wisdom-i": "SAB",
"charisma-i": "CAR",
"show-ability-macros": "Mostrar Macros de Habilidade",
"hit-points-i": "PV",
"hit-pointsTotal-i": "PV Total",
"hit-points": "Pontos de Vida",
"current-hit-points": "PV Atuais",
"current-hit-points-i": "Atual",
"max": "Máximo",
"nonlethal-damage": "Dano não-letal",
"nonlethal-damage-i": "ND",
"damage": "Damage",
"var-damage": "Var. Damage",
"initiative-u": "INITIATIVE",
"dexterity-modifier": "Dex Mod",
"miscellaneous-modifier-a": "Misc Mod",
"temp-modifier-a": "Temp Mod",
"miscellaneous-i": "Misc",
"damage": "Dano",
"var-damage": "Dado Var.",
"initiative-u": "INICIATIVA",
"dexterity-modifier": "Mod. DES",
"miscellaneous-modifier-a": "Mod. Div.",
"temp-modifier-a": "Mod. Temp.",
"miscellaneous-i": "Diversos",
"speed-u": "SPEED",
"speed": "Speed",
"load": "Load",
@@ -133,28 +133,28 @@
"action-modifier-s": "Act<br>Modifier",
"fortitude": "Fortitude",
"fortitude-i": "Fort.",
"constitution": "Constitution",
"reflex": "Reflex",
"constitution": "Constituição",
"reflex": "Reflexo",
"reflex-i": "Ref.",
"dexterity": "Dexterity",
"will": "Will",
"wisdom": "Wisdom",
"value": "Value",
"show-save-macros": "Show Save Macros",
"resistances": "Resistances",
"spell-resistance": "Spell Resist",
"dexterity": "Destreza",
"will": "Vontade",
"wisdom": "Sabedoria",
"value": "Valor",
"show-save-macros": "Mostrar Macros Salvas",
"resistances": "Resistências",
"spell-resistance": "Resistência à Magia",
"spell-resistance-u": "Spell<br>Resist",
"spell-resistance-i": "SR",
"power-resistance": "Power Resist",
"power-resistance-u": "Power<br>Resist",
"power-resistance-i": "PR",
"arcane-spell-failure": "Arcane Spell Failure",
"arcane-spell-failure": "Chance de Falha de Magia Arcana",
"reset-temp-bonus": "Reset Temp Bonus",
"reset-skills-temp-bonus": "Reset Skills Temp Bonus",
"disable-modifiers": "Disable Modifiers",
"disable-modifiers": "Desabilitar Modificadores",
"collapse-all-modifiers": "Collapse All Modifiers",
"base-attack": "Base Attack",
"grapple": "Grapple",
"base-attack": "Base de Ataque",
"grapple": "Agarrar",
"grapple-i": "Grap.",
"base-attack-bonus-epic-attack-bonus-i": "BAB+ EAB",
"strength-modifier-a": "Str Mod",
+6 -6
View File
@@ -2304,9 +2304,9 @@
}
},
"node_modules/yaml": {
"version": "2.1.1",
"resolved": "https://registry.npmjs.org/yaml/-/yaml-2.1.1.tgz",
"integrity": "sha512-o96x3OPo8GjWeSLF+wOAbrPfhFOGY0W00GNaxCDv+9hkcDJEnev1yh8S7pgHF0ik6zc8sQLuL8hjHjJULZp8bw==",
"version": "2.2.2",
"resolved": "https://registry.npmjs.org/yaml/-/yaml-2.2.2.tgz",
"integrity": "sha512-CBKFWExMn46Foo4cldiChEzn7S7SRV+wqiluAb6xmueD/fGyRHIhX8m14vVGgeFWjN540nKCNVj6P21eQjgTuA==",
"dev": true,
"engines": {
"node": ">= 14"
@@ -3985,9 +3985,9 @@
"dev": true
},
"yaml": {
"version": "2.1.1",
"resolved": "https://registry.npmjs.org/yaml/-/yaml-2.1.1.tgz",
"integrity": "sha512-o96x3OPo8GjWeSLF+wOAbrPfhFOGY0W00GNaxCDv+9hkcDJEnev1yh8S7pgHF0ik6zc8sQLuL8hjHjJULZp8bw==",
"version": "2.2.2",
"resolved": "https://registry.npmjs.org/yaml/-/yaml-2.2.2.tgz",
"integrity": "sha512-CBKFWExMn46Foo4cldiChEzn7S7SRV+wqiluAb6xmueD/fGyRHIhX8m14vVGgeFWjN540nKCNVj6P21eQjgTuA==",
"dev": true
},
"yargs": {
@@ -1041,18 +1041,18 @@
"autoSpellDamage": "Lancer les dégâts magiques automatiquement",
"hitzonebutton_setting": "Bouton Zones d'impact",
"patron": "Patron",
"demonmark": "Dämonenmal",
"domains": "Domänen",
"circle": "Kreis",
"PATRONpriority": "Priorität",
"PATRONprimary": "Primär",
"PATRONsecondary": "Sekundär",
"PATRON0": "Tiergeister",
"PATRON1": "Elementare Wesen",
"PATRON2": "Ahnengeister",
"PATRON3": "Dämonische Wesen",
"MAGICALSIGN1": "Zauberzeichen",
"MAGICALSIGN2": "Zusatzzeichen",
"pact": "Paktgeschenk",
"magicalsign": "Zauberzeichen"
"demonmark": "Signe démoniaque",
"domains": "Domaines",
"circle": "Cercle",
"PATRONpriority": "Priorité",
"PATRONprimary": "Primaire",
"PATRONsecondary": "Secondaire",
"PATRON0": "Esprits animaux",
"PATRON1": "Êtres élémentaires",
"PATRON2": "Esprits des ancêtres",
"PATRON3": "Êtres démoniaques",
"MAGICALSIGN1": "Signes magiques",
"MAGICALSIGN2": "Signes supplémentaires",
"pact": "Don de pacte",
"magicalsign": "Signes magiques"
}
@@ -249,9 +249,9 @@
"sf-modaw": "Mod. AS Scv",
"sf-modpa": "Mod. AS Par",
"sf-modtp": "Mod. AS PImp",
"sf-modatnh": "NH SF-Mod. AT",
"sf-modpanh": "NH SF-Mod. PA",
"sf-modtpnh": "NH SF-Mod. TP",
"sf-modatnh": "Mod. AS Att mano sec.",
"sf-modpanh": "Mod. AS Par mano sec.",
"sf-modtpnh": "Mod. AS PImp mano sec.",
"sf-modifikatoren": "Modificatori AS",
"sichtmodifikator": "Modificatore di visibilità",
"sicht-iv": "IV (Va a segno con 1)",
@@ -632,7 +632,7 @@
"naturtalente-liste": "fesseln,tierkunde,pflanzenkunde,orientierung,fischen,wildnisleben,faehrtensuchen",
"wissenstalente-liste": "kriegskunst,magiekunde,sternkunde,goetterkulte,geographie,glueckspiel,rechtskunde,rechnen,mechanik,sagenlegenden,sphaerenkunde,geschichtswissen",
"handwerkstalente-liste": "alchemie,handel,lebensmittelbearbeitung,hkseele,hkwunden,hkkrankheiten,hkgift,malenzeichnen,fahrzeuge,lederbearbeitung,holzbearbeitung,metallbearbeitung,steinbearbeitung,musizieren,boote,stoffbearbeitung,schloesserknacken",
"add_modifikator": "Aggiungere modificatore",
"add_modifikator": "Aggiungi modificatore",
"mu_mod": "Coraggio ±",
"kl_mod": "Acume ±",
"in_mod": "Intuito ±",
@@ -659,7 +659,7 @@
"pa_sf_mod": "Parata ±",
"aw_sf_mod": "Schivata ±",
"tp_sf_mod": "Punti Impatto ±",
"fk_sf_mod": "Combattimento a Distanza ±",
"fk_sf_mod": "Combattimento a distanza ±",
"nh_at_sf_mod": "Mano secondaria Att ±",
"nh_pa_sf_mod": "Mano secondaria Par ±",
"nh_tp_sf_mod": "Mano secondaria PImp ±",
@@ -677,7 +677,7 @@
"quelle-auswaehlen": "Seleziona sorgente",
"bruchfaktor": "Coefficiente di rottura",
"strukturpunkte": "Punti Struttura",
"temp-modifikatoren": "mod. temp.:",
"temp-modifikatoren": "Mod. temporaneo:",
"AT": "Att",
"PA": "Par",
"TP": "PImp",
@@ -882,7 +882,7 @@
"postChat": "Descrivere in chat",
"category": "Categoria",
"rule": "Regola",
"showAtTalents": "Mostrare con competenze",
"showAtTalents": "Mostrare in scheda Competenze",
"qlMod": "LQ.",
"fpMod": "PAb",
"linkHint": "Copia il link per visitare la pagina (Roll20 impedisce di inserire collegamenti esterni).",
+9 -31
View File
@@ -706,12 +706,6 @@
"upper-case": "^1.1.1"
}
},
"camelcase": {
"version": "2.1.1",
"resolved": "https://registry.npmjs.org/camelcase/-/camelcase-2.1.1.tgz",
"integrity": "sha1-fB0W1nmhu+WcoCys7PsBHiAfWh8=",
"dev": true
},
"camelcase-keys": {
"version": "6.2.2",
"resolved": "https://registry.npmjs.org/camelcase-keys/-/camelcase-keys-6.2.2.tgz",
@@ -3883,31 +3877,21 @@
"integrity": "sha1-CXtgK1NCKlIsGvuHkDGDNpQaAR0="
},
"nunjucks": {
"version": "3.2.0",
"resolved": "https://registry.npmjs.org/nunjucks/-/nunjucks-3.2.0.tgz",
"integrity": "sha512-YS/qEQ6N7qCnUdm6EoYRBfJUdWNT0PpKbbRnogV2XyXbBm2STIP1O6yrdZHgwMVK7fIYUx7i8+yatEixnXSB1w==",
"version": "3.2.4",
"resolved": "https://registry.npmjs.org/nunjucks/-/nunjucks-3.2.4.tgz",
"integrity": "sha512-26XRV6BhkgK0VOxfbU5cQI+ICFUtMLixv1noZn1tGU38kQH5A5nmmbk/O45xdyBhD1esk47nKrY0mvQpZIhRjQ==",
"dev": true,
"requires": {
"a-sync-waterfall": "^1.0.0",
"asap": "^2.0.3",
"chokidar": "^2.0.0",
"yargs": "^3.32.0"
"commander": "^5.1.0"
},
"dependencies": {
"yargs": {
"version": "3.32.0",
"resolved": "https://registry.npmjs.org/yargs/-/yargs-3.32.0.tgz",
"integrity": "sha1-AwiOnr+edWtpdRYR0qXvWRSCyZU=",
"dev": true,
"requires": {
"camelcase": "^2.0.1",
"cliui": "^3.0.3",
"decamelize": "^1.1.1",
"os-locale": "^1.4.0",
"string-width": "^1.0.1",
"window-size": "^0.1.4",
"y18n": "^3.2.0"
}
"commander": {
"version": "5.1.0",
"resolved": "https://registry.npmjs.org/commander/-/commander-5.1.0.tgz",
"integrity": "sha512-P0CysNDQ7rtVw4QIQtm+MRxV66vKFSvlsQvGYXZWR3qFU0jlMKHZZZgw8e+8DSah4UDKMqnknRDQz+xuQXQ/Zg==",
"dev": true
}
}
},
@@ -5489,12 +5473,6 @@
"string-width": "^1.0.2 || 2 || 3 || 4"
}
},
"window-size": {
"version": "0.1.4",
"resolved": "https://registry.npmjs.org/window-size/-/window-size-0.1.4.tgz",
"integrity": "sha1-+OGqHuWlPsW/FR/6CXQqatdpeHY=",
"dev": true
},
"wrap-ansi": {
"version": "2.1.0",
"resolved": "http://registry.npmjs.org/wrap-ansi/-/wrap-ansi-2.1.0.tgz",
+27 -27
View File
@@ -1,48 +1,48 @@
{
"name-u": "이름",
"player-u": "플레이어",
"race-u": "Race",
"class-u": "Class",
"race-u": "종족",
"class-u": "직업",
"levelTitle-u": "(level title)",
"alignment-u": "Alignment",
"alignment-u": "성향",
"score-u": "Score",
"bounusesAndPenalties-u": "Bonuses and Penalties",
"bounusesAndPenalties-u": "보너스 및 페널티",
"ac-u": "AC",
"level-u": "레벨",
"str-u": "Str.",
"str-u": "근력.",
"hp-u": "HP",
"maxhp-u": "Max&nbsp;HP",
"xp-u": "XP",
"int-u": "Int.",
"hd-u": "HD",
"xpBonus-u": "XP&nbsp;+/-",
"wis-u": "Wis.",
"maxhp-u": "최대&nbsp;HP",
"xp-u": "경험치",
"int-u": "지능.",
"hd-u": "히트 다이스",
"xpBonus-u": "경험치&nbsp;+/-",
"wis-u": "지혜.",
"fightingCapability-u": "Fighting&nbsp;Capability",
"con-u": "Con.",
"dex-u": "Dex.",
"con-u": "건강.",
"dex-u": "민첩.",
"findSecretPassage-u": "Find&nbsp;Secret&nbsp;Passage",
"chr-u": "Chr.",
"chr-u": "매력",
"openDoor-u": "Open&nbsp;Door",
"listen-u": "듣기",
"lowScoreAverageHigh-u": "(Low score is 38, Average is 912, High is 1318)",
"languages-u": "Languages",
"lowScoreAverageHigh-u": "낮음 3-8, 평균 9-12, 높음 13-18",
"languages-u": "언어",
"saves-u": "Saves:",
"rayPoison-u": "Ray/Poison",
"wand-u": "Wand",
"wand-u": "완드",
"stone-u": "Stone",
"breath-u": "Breath",
"stavesSpells-u": "Staves/Spells",
"toHitAC-u": "To Hit AC:",
"misc-u": "Misc.:",
"equipment-u": "Equipment",
"treasure-u": "Treasure",
"spellsMagic-u": "Spells/Magic",
"equipment-u": "장비",
"treasure-u": "보물",
"spellsMagic-u": "주문/마법",
"coin-u": "금전",
"platinum-u": "Platinum",
"gold-u": "Gold",
"silver-u": "Silver",
"copper-u": "Copper",
"electrum-u": "Electrum",
"encumberanceMovement-u": "Encumbrance/Movement",
"relative-u": "Relative"
"platinum-u": "백금화",
"gold-u": "금화",
"silver-u": "은화",
"copper-u": "동화",
"electrum-u": "호박 금화",
"encumberanceMovement-u": "방해물/이동",
"relative-u": "관계"
}
+14 -14
View File
@@ -3,7 +3,7 @@
"i_descript": "Описание",
"i_title": "Имя",
"i_timing": "Тайминг",
"i_spec": "Характеристики",
"i_spec": "Навык",
"i_difficulty": "Уровень сложности",
"i_target": "Цель",
"i_range": "Радиус",
@@ -14,10 +14,10 @@
"i_emotion_negative": "Негативные эмоции",
"i_emot_positive": "+Эмоция",
"i_emot_negative": "-эмоция",
"i_effect_txt": "Эффекты",
"i_effect_txt": "Эффект",
"i_limit": "Ограничения",
"i_attack": "Сила атаки",
"i_material_effect": "Объединение эффектов",
"i_material_effect": "Объединение сил",
"i_dice_txt": "Кубики",
"i_explanation": "Комментарий",
"i_kind": "Тип",
@@ -29,13 +29,13 @@
"i_detail_input": "Введите данные",
"i_cover": "Прикрытие",
"i_works": "Работа",
"i_use_exp": "Потрачено XP",
"i_use_exp": "Потрач. XP",
"i_age": "Возраст",
"i_gender": "Пол",
"i_weight": "Вес",
"i_height": "Рост",
"i_blood": "Группа крови",
"i_star": "Знак зодиака",
"i_star": "Зодиак",
"i_body": "Тело",
"i_sense": "Чувства",
"i_mind": "Разум",
@@ -84,14 +84,14 @@
"i_add_dice": "Доп. кубики",
"i_add_effect_level": "Доп. уровни",
"i_lois": "Лоис",
"i_d_lois": "Д Лоис",
"i_e_lois": "Е Лоис",
"i_d_lois": "Т-Лоис",
"i_e_lois": "С-Лоис",
"i_memory": "Память",
"i_combo": "Комбо",
"i_item": "Предметы",
"i_weapon": "Оружие",
"i_defen": "Броня",
"i_disposable_item": "Одноразовые товары",
"i_disposable_item": "Прочие предметы",
"i_titas": "Титус",
"i_titas_action_0": "Игральные кости для оценки действий +10 штук",
"i_titas_subj_0": "Заявление накануне страшного суда",
@@ -111,15 +111,15 @@
"i_titas_subj_4": "объявить в любое время",
"i_titas_desc_4": "Снять штраф",
"i_titas_side_4": "Проконсультируйтесь с ГМ по поводу масштаба БС, кубиков и т.д.",
"i_effect": "эффект",
"i_easy_effect": "Легкий эффект",
"i_base_effect_01_tit": "Резерв",
"i_effect": "Силы",
"i_easy_effect": "Простые силы",
"i_base_effect_01_tit": "Воскрешение",
"i_base_effect_01_tim": "автоматическое действие",
"i_base_effect_01_tar": "Себя",
"i_base_effect_01_dis": "медленный",
"i_base_effect_01_dis": "Близкий",
"i_base_effect_01_reu": "Смотреть эффекты",
"i_base_effect_01_eff": "Эффект, исцеляющий повреждения, нанесенные самому себе. Используется, когда вы становитесь недееспособным или в конце сцены. Вы становитесь недееспособным и восстанавливаете HP, равное LVD10. Ваше Жало увеличивается на количество восстановленных HP. Этот эффект нельзя использовать, если у вас более 100% Эрозии. Этот эффект можно использовать, находясь под сильным давлением.",
"i_base_effect_02_tit": "Слова",
"i_base_effect_01_eff": "Сила, исцеляющая повреждения, нанесеные персонажу . Используется, когда вы становитесь недееспособным или в конце сцены. Вы становитесь дееспособным и восстанавливаете HP, равное УрD10. Ваш Уровень Посягательства увеличивается на количество восстановленных HP. Этот эффект нельзя использовать, если у вас более 100% Посягательства. Эту силу можно использовать, находясь под сильным давлением.",
"i_base_effect_02_tit": "Присутствие",
"i_base_effect_02_tim": "автоматическое действие",
"i_base_effect_02_tar": "сцена",
"i_base_effect_02_dis": "Поле зрения",
File diff suppressed because it is too large Load Diff
+2 -2
View File
@@ -1,9 +1,9 @@
{
"creation": "S.P.E.C.I.A.L.",
"character": "Character",
"character": "Personaggio",
"perks": "Perks",
"items": "Items",
"npc": "NPC",
"npc": "PNG",
"settings": "Settings",
"origin": "Origin",
"attributes": "Attributes",
+1 -1
View File
@@ -106,7 +106,7 @@
"effects": "Effects",
"empathy": "Empathy",
"empathy-abbr": " [emp]",
"encumbrance": "Encumbrance",
"encumbrance": "Ingombro",
"encumbrance-current-abbr": "Current Encum",
"endurance": "Endurance",
"endurance-monster": "Endurance",
+223 -323
View File
@@ -3,8 +3,7 @@
<div>
<button type="action" name="act_pilot" class="tabs">Character</button>
<button type="action" name="act_info" class="tabs">Info</button>
<button type="action" name="act_inv" class="tabs">Inventory</button>
<button type="action" name="act_grim" class="tabs">Spells</button>
<button type="action" name="act_inv" class="tabs">Gear</button>
</div>
<div class="info">
<h2>Information</h2>
@@ -49,36 +48,31 @@
</div>
<div class="pilot">
<div class="tabstoggle">
<h2>High <button type="roll" value="&{template:rollhigh}{{name=@{character_name}}}{{roll=[[1d20]]}}"></button> or Low <button type="roll" value="&{template:rolllow}{{name=@{character_name}}}{{roll=[[1d20]]}}"></button> D20 <button type="roll" value="[[1d20]]"></button></h2>
<h2></button> D20 <button type="roll" value="[[1d20]]"></button>High <button type="roll" value="&{template:rollhigh}{{name=@{character_name}}}{{roll=[[1d20]]}}"></button> or Low <button type="roll" value="&{template:rolllow}{{name=@{character_name}}}{{roll=[[1d20]]}}"></h2>
</div>
<div class="twocolumns">
<div>
<h2 title="All stats cost 5 points. No need to roll if the difficulty is lower than the stat.">Stats</h2>
<div class="twocolumns">
<div class="labels">
<label title="Tuf. Rolled for life saving throws (poison, drowning, etc.), Strength throws, HPx2, and Inventory slots (if used)">Toughness </label>
<label title="Dex. Rolled for physical feats (attack, climbing/falling, picking locks, etc.)">Dexterity </label>
<label title="IQ. Rolled for magic and mental feats (perception, puzzles, knowledge, etc.)">Intelligence </label>
<label title="F. Rolled for breaking inanaimate objects. Adds to all damage dealt, and is the minimum damage you can do.&#10;0 : d2 | 11 : 2d7&#10;1 : d4 | 12 : 2d8&#10;2 : 2d2 | 13 : d20&#10;3 : d6 | 14 : 2d10&#10;4 : 2d3 | 15 : 2d11&#10;5 : d8 | 16 : 2d12&#10;6 : 2d4 | 17 : 2d13&#10;7 : d10 | 18 : 2d14&#10;8 : 2d5 | 19 : 2d15&#10;9 : d12 | 20 : 2d16&#10;10 : 2d6 | 21+: 2d20">Ferocity </label>
<label title="Tuf 5 CP. Rolled for life saving throws (poison, drowning, etc.), strength throws, defense against Persuade, and Inventory slots (if used). +1 HP">Toughness </label>
<label title="Dex 5 CP. Rolled for physical feats (attack, climbing/falling, picking locks, etc.)">Dexterity </label>
<label title="IQ 5 CP. Rolled for magic and mental feats (perception, puzzles, knowledge, etc.)">Intelligence </label>
</div>
<div class="valuecolumn">
<input type="number" min="0" max="40" name="attr_con" value="0">
<input type="number" min="0" max="40" name="attr_dx" value="0">
<input type="number" min="0" max="40" name="attr_iq" value="0">
<input type="number" min="0" max="40" name="attr_dmg" value="0">
<input type="hidden" name="attr_dmgroll" value="1d2">
<input type="number" min="0" max="40" name="attr_tuf" value="5">
<input type="number" min="0" max="40" name="attr_dx" value="5">
<input type="number" min="0" max="40" name="attr_iq" value="5">
</div>
<div class="valuecolumn">
<button style="height: 18px;" type="roll" title="Roll stat." value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + @{con}[Tuf] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Toughness'}}"></button>
<button style="height: 18px;" type="roll" title="Roll stat." value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + @{tuf}[Tuf] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Toughness'}}"></button>
<button style="height: 18px;" type="roll" title="Roll stat." value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + @{dx}[Dex] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Dexterity'}}"></button>
<button style="height: 18px;" type="roll" title="Roll stat." value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + @{iq}[IQ] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Intelligence'}}"></button>
<button style="height: 18px;" type="roll" value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + @{dmg}[F] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Ferocity'}}" title="Roll stat. (F Should only be used for breaking inanimate objects)"></button>
</div>
<div class="valuecolumn">
<button style="height: 18px; color: orange;" type="roll" title="Roll stat with mods." value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + ?{Modifier?|0}[Mod] + @{con}[Tuf] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Toughness'}}"></button>
<button style="height: 18px; color: orange;" type="roll" title="Roll stat with mods." value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + ?{Modifier?|0}[Mod] + @{tuf}[Tuf] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Toughness'}}"></button>
<button style="height: 18px; color: orange;" type="roll" title="Roll stat with mods." value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + ?{Modifier?|0}[Mod] + @{dx}[Dex] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Dexterity'}}"></button>
<button style="height: 18px; color: orange;" type="roll" title="Roll stat with mods." value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + ?{Modifier?|0}[Mod] + @{iq}[IQ] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Intelligence'}}"></button>
<button style="height: 18px; color: orange;" type="roll" value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + ?{Modifier?|0}[Mod] + @{dmg}[F] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Ferocity'}}" title="Roll stat with mods. (F Should only be used for breaking inanimate objects)"></button>
</div>
</div>
<div class="twocolumns">
@@ -95,26 +89,32 @@
<div class="twocolumns">
<div class="labels">
<label title="HP. The hit points you have left.">Hit Points </label>
<label title="This cannot be lower than 5. Derived form Tuf*2">Max HP </label>
<label title="Def, total from Defensive Gear + Dex">Total Defense </label>
<label title="MR. Increases difficulty of Spells that target you (2 points)">Magic Resistance </label>
<label title="The amount of mana you have left. Also listed in your Spells page">Mana </label>
<label title="Used to cast Spells. IQ + Bonus (1 point)">Max Mana </label>
<label title="Tuf gives +1 HP, and you can buy Bonus HP">HP Max </label>
<label title="2 CP. Adds to Max HP">HP Bonus </label>
<label title="E. The Energy you have left.">Energy </label>
<label title="Used for Attacks. IQ & Dex give +1 E. You can buy Bonus E">E Max </label>
<label title="1 CP. Adds to Max E">E Bonus </label>
<br>
<label>Silver </label>
</div>
<div class="valuecolumn">
<input type="number" name="attr_hp" value="5">
<input type="hidden" name="attr_foo_hpmax" value="5">
<input type="number" title="To increase, increase Tuf" disabled name="attr_hp_max" value="@{foo_hpmax}">
<input type="number" title="To increase, increase Dex or buy Defensive Gear" disabled name="attr_totalar" value="(@{foo_totalar} + @{dx})">
<input type="number" min="0" name="attr_mr" value="0">
<input type="number" min="0" name="attr_mana" value="0">
<input type="hidden" name="attr_mana_max" value="@{manamax}">
<input type="number" min="0" name="attr_manamax" value="0">
<input type="number" disabled name="attr_hp_max" title="Tuf gives +1 HP, and you can buy Bonus HP" value="((@{tuf}) + (@{hpmax}))">
<input type="number" min="0" name="attr_hpmax" value="0">
<input type="number" min="0" name="attr_e" value="0">
<input type="number" disabled name="attr_e_max" title="Used for Attacks. IQ & Dex give +1 E. You can buy Bonus E" value="((@{emax}) + (@{dx}) + (@{iq}))">
<input type="number" min="0" name="attr_emax" value="0">
<br>
<input type="number" style="width: 80px;" step=".01" name="attr_gold" value="100">
</div>
<div>
<button title="Restore HP to Max HP" type="action" name="act_restore_hp">Restore HP</button>
<br>
<br>
<br>
<br>
<button title="Restore E to Max E" type="action" name="act_restore_e">Restore E</button>
</div>
</div>
</div>
<div style="margin-left: 50px;">
@@ -124,56 +124,64 @@
<label title="The points awarded to you by the gm">Total Worth </label>
<label title="The total points you have spent">Spent </label>
<label title="The remaining points" style="color: chartreuse;">Available </label>
<label title="The points you have spent on Stats">Stats </label>
<label title="The points you spent on Gear">Gear </label>
<label title="The points you have spent on abilites">Abilities </label>
<label title="Total number of Spells. All Spells cost 1">Spells </label>
<label title="The points you have spent on Stats & Utility">Stats </label>
<label title="Total number of Powers. All Powers cost 1 CP">Powers </label>
<label title="Total points spent on Armor. 2 CP each">Armor </label>
<label title="The points you have spent on Passives">Passives </label>
</div>
<div class="valuecolumn">
<input type="number" name="attr_tw" value="200" style="width: 100px;">
<input type="number" disabled name="attr_totalspent" value="(@{stats} + @{gears} + @{abilities} + @{spells})" class="x">
<input type="number" disabled name="attr_avail" value="(@{tw}-@{totalspent})" class="x">
<input type="number" disabled name="attr_stats" title="5 points for each stat + 2 points for each MR + a point for each mana." value="((@{con})*5 + (@{dx})*5 + (@{iq})*5 + (@{dmg})*5 + (@{mr})*2 + @{manamax} - @{iq})" class="x">
<input type="hidden" name="attr_foo_wpns" value="0" />
<input type="hidden" name="attr_foo_armors" value="0" />
<input type="number" disabled name="attr_gears" value="(@{foo_wpns} + @{foo_armors})" class="x">
<input type="hidden" name="attr_foo_abils" value="0" />
<input type="number" disabled name="attr_abilities" value="@{foo_abils}" class="x">
<input type="hidden" name="attr_foo_spells" value="0" />
<input type="number" title="Total number of Spells. All Spells cost 1" disabled name="attr_spells" value="@{foo_spells}" class="x">
<input type="number" disabled name="attr_totalspent" value="((@{stats}) + (@{armor}) + (@{passives}) + (@{powers}))" class="x">
<input type="number" disabled name="attr_avail" value="((@{tw})-(@{totalspent}))" class="x">
<input type="number" disabled name="attr_stats" title="5 CP for each stat. 1 CP for each utility" value="(((@{tuf})-5)*5 + ((@{dx})-5)*5 + ((@{iq})-5)*5 + (@{emax}) + (@{hpmax})*2)" >
<input type="hidden" name="attr_foo_armor" value="0">
<input type="hidden" name="attr_foo_passives" value="0">
<input type="hidden" name="attr_foo_powers" value="0">
<input type="number" disabled name="attr_powers" value="@{foo_powers}">
<input type="number" disabled name="attr_armor" value="@{foo_armor}">
<input type="number" disabled name="attr_passives" value="@{foo_passives}">
</div>
</div>
</div>
</div>
<div class="sheet-rolltemplate-spacer"></div>
<h2>Gear</h2>
<h3>Attacks</h3>
<div class="weapon">
<label title="Name of the Weapon">Name</label>
<label style="width: 63px;" title="Min Dmg this Attack does (2 points) (can't be higher than max possible roll)">Dmg</label>
<label style="width: 68px;" title="Bonus to hit (2 points)">Hit</label>
<label title="Point cost of this weapon">Cost</label>
<label style="width: 170px">Name</label>
<label style="width: 190px" title="The 1 power for this Attack. Leave blank if the Attack only does Damage. Include Duration unit.">Power</label>
<label style="width: 50px" title="Additional DC for the Power. If this is > 0, the Attack costs 1 CP.">Power DC</label>
<label style="width: 20px" title="E cost to cast the Power, derived from Power DC (0-4 = 1, 5-9 = 2, 10-14 = 3, etc.)">E</label>
<label style="width: 45px" title="The Dmg this Power deals. Each Dmg increases Total DC by 2">Dmg</label>
<label style="width: 36px" title="Use Attack with or without Mods. If Dmg is > Power DC, This rolls Dex, otherwise rolls IQ.">Roll</label>
<label style="width: 63px" title="Power DC + Dmgx2">Total DC</label>
</div>
<div>
<fieldset class="repeating_weapons">
<fieldset class="repeating_attacks">
<div class="weapon">
<input type="text" name="attr_weaponname">
<input type="number" name="attr_damage" min="0" value="0">
<button type="roll" style="color: red;" name="attr_dmgbtn" title="Damage after hit" value="&{template:weapondmg}{{weaponname=@{weaponname}}}{{mindmg=[[@{damage}+?{Mod? (Applies after roll)|0}[Mod]]]}}{{damage=[[@{dmgroll}[F]+?{Mod? (Applies after roll)|0}[Mod]]]}}"></button>
<input type="number" name="attr_acc" value="0">
<button type="roll" title="Use the Weapon" value="&{template:weapon}{{name=@{character_name}}}{{weaponname=@{weaponname}}}{{total=[[ [[1d20]] + @{dx}[Dex] + @{acc}[Acc] ]]}}{{roll=$[[0]]}}"></button>
<button type="roll" style="color: orange;" title="Use the Weapon with mods" value="&{template:weapon}{{name=@{character_name}}}{{weaponname=@{weaponname}}}{{total=[[ [[1d20]] + ?{Modifiers?|0}[Mod] + @{dx}[Dex] + @{acc}[Acc] ]]}}{{roll=$[[0]]}}"></button>
<input type="number" disabled name="attr_wpncost" title="Point cost of this weapon" value="(@{damage}*2+ @{acc}*2)" >
<input type="text" name="attr_atkname">
<textarea type="text" name="attr_power"></textarea>
<input type="number" min="0" max="60" name="attr_pdc" value="0">
<input type="hidden" name="attr_foo_e" value="0">
<input type="number" disabled name="attr_e" title="Energy Cost" value="@{foo_e}">
<input type="number" min="0" max="30" name="attr_dmg" value="0">
<input type="hidden" name="attr_type" value="@{dx}">
<button style="height: 24px;" type="roll" title="Use the Attack" value="&{template:weapon}{{name=@{character_name}}}{{atkname=@{atkname}}}{{cost=@{e}}}{{total=[[ [[1d20]]+ @{type}[stat] ]]}}{{roll=$[[0]]}}{{diff=[[@{dc}]]}}{{power=@{power}}}{{dmg=[[@{dmg}]]}}{{pdc=[[@{pdc}]]}}"></button>
<button style="height: 24px; color: orange;" type="roll" title="Use the Attack with Mods" value="&{template:weapon}{{name=@{character_name}}}{{atkname=@{atkname}}}{{cost=@{e}}}{{total=[[ [[1d20]] + ?{Hit Mod?|0}[Mod] + @{type}[stat] ]]}}{{roll=$[[0]]}}{{diff=[[@{dc}]]}}{{power=@{power}}}{{dmg=[[@{dmg}[Dmg] + ?{Dmg Mod?|0}[Mod] ]]}}{{pdc=[[@{pdc}]]}}"></button>
<input type="number" max="60" disabled name="attr_dc" title="Total DC" value="((@{pdc}) + 2*(@{dmg}))">
</div>
</fieldset>
</div>
<h3>Defense</h3>
<br>
<div class="sheet-rolltemplate-spacer"></div>
<h3>Armor</h3>
<div class="weapon">
<label>Name</label>
<label title="The place on the body the armor resides. The most important spot is the body, since that's the default hit location.">Location</label>
<label title="Defense Bonus (2 points)" style="width: 38px;">Def</label>
<label title="Damage Reduciton for this location only (5 points)." style="width: 35px;">DR</label>
<label title="Armor (2 points)" style="width: 38px;">Armor</label>
<label>Cost</label>
</div>
<div>
@@ -181,60 +189,29 @@
<div class="weapon">
<input type="text" name="attr_armorname" title="Name of the Armor">
<input type="text" name="attr_armorloc" title="location of the Armor">
<input type="number" min="0" name="attr_armar" value="0">
<input type="number" min="0" name="attr_armas" value="0">
<input type="number" disabled name="attr_armorcost" title="cost of this Armor" value="(@{armar}*2 + @{armas}*5)" >
<input type="number" min="0" name="attr_armor" value="0">
<input type="number" disabled name="attr_armorcp" title="cost of this Armor" value="((@{armor})*2)" >
</div>
</fieldset>
<input type="hidden" name="attr_foo_totalar" value="0" />
</div>
<br>
<div class="sheet-rolltemplate-spacer"></div>
<h3>Abilities</h3>
<h3>Passives</h3>
<div class="weapon">
<label style="width: 170px;">Name</label>
<label style="width: 190px;" title="Makes sure to put all details in this box (length, bonus, rolls, all of it)">Effect</label>
<label>Cost</label>
<label style="width: 190px;" title="Makes sure to put all details in this box (length, bonus, rolls, all of it)">power</label>
<label>CP</label>
</div>
<fieldset class="repeating_abilities">
<fieldset class="repeating_passives">
<div class="weapon">
<input type="text" name="attr_abilname" title="Name of the ability"><textarea name="attr_ability"></textarea> <input type="number" name="attr_abilcost" title="+ for advantage, - for disadvantage">
<input type="text" name="attr_abilname" title="Name of the ability"><textarea name="attr_ability"></textarea> <input type="number" name="attr_pass_cp" title="+ for advantage, - for disadvantage">
</div>
</fieldset>
</div>
<div class="grim">
<h2>Spells</h2>
<div class="weapon">
<label style="width: 170px">Name</label>
<label style="width: 190px" title="Makes ure to put all details in this box (length, bonus, rolls, multipliers, levels, all of it)">Effect</label>
<label style="width: 62px" title="Min Dmg this Spell does (2 points) (can't be higher than max possible roll)">Damage</label>
<label style="width: 63px" title="What you must roll (+ penalties) to use the Spell">Difficulty</label>
<label style="width: 85px" title="Cost to cast the Spell, derived from difficulty (5-9 = 0, 10-14 = 1, 15-19 = 2, 20-24 = 3, etc.).">Mana/Action Cost</label>
</div>
<div class="weapon">
<button title="This will set all uses to their max use" type="action" name="act_restoreall">Restore Mana</button>
<input type="number" name="attr_mana" title="The mana you have left until you rest." min="0" value="0">
</div>
<div>
<fieldset class="repeating_spells">
<div class="weapon">
<input type="text" name="attr_weaponname" title="Name of the Spell">
<textarea type="text" name="attr_spelleffect" title="Effect of the Spell"></textarea>
<input type="number" name="attr_damage" min="0" value="">
<button style="height: 24px; color: red;" type="roll" name="attr_dmgbtn" title="Damage after hit" value="&{template:weapondmg}{{weaponname=@{weaponname}}}{{mindmg=[[@{damage}+?{Mod? (Applies after roll)|0}[Mod]]]}}{{damage=[[@{dmgroll}[F]+?{Mod? (Applies after roll)|0}[Mod]]]}}"></button>
<button style="height: 24px;" type="roll" title="Use the Spell" value="&{template:spell}{{name=@{character_name}}}{{weaponname=@{weaponname}}}{{cost=@{cost}}}{{total=[[ [[1d20]] + ?{Modifiers?|0}[Mod] + @{iq}[IQ] ]]}}{{roll=$[[0]]}}{{diff=[[@{spelldiff}]]}}{{effect=@{spelleffect}}}"></button>
<input type="number" min="5" max="60" name="attr_spelldiff" value="5">
<input type="hidden" name="attr_foo_cost" value="0">
<input type="number" disabled name="attr_cost" title="Cost to cast the Spell, derived from difficulty." value="@{foo_cost}">
</div>
</fieldset>
</div>
</div>
<div class="inv">
<h2>Inventory</h2>
<h2>Gear</h2>
<div class="weapon">
<label>Name</label>
<label>Description</label>
@@ -246,7 +223,7 @@
<fieldset class="repeating_items">
<div class="weapon">
<input type="text" name="attr_itemname" title="Name of the Item">
<input type="text" name="attr_itemeffect" title="Effect of the item">
<input type="text" name="attr_itempower" title="power of the item">
<input type="number" name="attr_quantity" title="Number of this item you have. Most items can't have more than 10, and some can have fewer">
<input type="number" name="attr_slots" title="items don't have a weight, just a slot count. Most items take 1 slot">
<input type="number" name="attr_itemcost" title="The amount in silver the item costs">
@@ -255,7 +232,7 @@
</div>
<div>
<input type="hidden" name="attr_foo_slotsused" value="0">
Slots used: <input name="attr_slotsused" type="number" disabled value="@{foo_slotsused}"> Slots available: <input type="number" name="attr_slotsavail" disabled value="(@{con}*2-@{foo_slotsused}+10)">
Slots used: <input name="attr_slotsused" type="number" disabled value="@{foo_slotsused}"> Slots available: <input type="number" name="attr_slotsavail" disabled value="((@{tuf})*2-(@{foo_slotsused})+10)">
</div>
</div>
</div>
@@ -270,59 +247,21 @@
});
});
const dmgTable = ["1d2","1d4","2d2","1d6", "2d3","1d8","2d4","1d10","2d5","1d12","2d6","2d7","2d8","1d20","2d10","2d11","2d12","2d13", "2d14", "2d15", "2d16", "2d20"];
function getCostOfSpell(spellDiff){
return Math.floor(parseInt(spellDiff)/5) - 1;
}
on('change:manamax', function(eventInfo) {
getAttrs( ["mana", "iq", "manamax"]
on('clicked:restore_e', function() {
getAttrs( ["emax", "dx", "iq"]
, function(values) {
const minMana = Math.max(parseInt(values.iq), parseInt(eventInfo.newValue));
setAttrs({"mana": (parseInt(values.mana) + (minMana - (parseInt(eventInfo.previousValue)||0))), "manamax":minMana}, {silent:true});
});
});
on('change:iq', function(eventInfo) {
getAttrs( ["manamax"]
, function(values) {
setAttrs({"manamax": (parseInt(values.manamax) + (parseInt(eventInfo.newValue) - (parseInt(eventInfo.previousValue)||0)))}, {silent:false});
});
});
on('clicked:restoreall', function() {
getAttrs( ["manamax"]
, function(values) {
setAttrs({"mana":values.manamax}
setAttrs({"e": (parseInt(values.emax) + parseInt(values.dx) + parseInt(values.iq))}
, {silent:true}
);
});
});
// Changing f
on("change:dmg", function(eventInfo) {
setAttrs({
"dmgroll": dmgTable[Math.min(21, eventInfo.newValue)]
}
, {silent:true}
);
});
// Changing damage
on("change:repeating_weapons:damage change:repeating_spells:damage", function(eventInfo) {
getAttrs( ["dmgroll"]
on('clicked:restore_hp', function() {
getAttrs( ["hpmax", "tuf"]
, function(values) {
const splitVal = values.dmgroll.split("d");
const maxMinDmg = parseInt(splitVal[0])*parseInt(splitVal[1]);
if(parseInt(eventInfo.newValue) > maxMinDmg){
let attrsToSend = {};
attrsToSend[eventInfo.sourceAttribute] = maxMinDmg;
setAttrs(attrsToSend
, {silent:true}
);
}
setAttrs({"hp":(parseInt(values.hpmax) + parseInt(values.tuf))}
, {silent:true}
);
});
});
@@ -332,66 +271,6 @@
return sum;
}
on("change:repeating_weapons:damage change:repeating_weapons:acc", function(eventInfo) {
getRepeatingFields("repeating_weapons", ["damage","acc"], function(fieldValues){
setAttrs({
"foo_wpns": sumFieldValues(fieldValues)*2
}
, {silent:true}
);
});
});
on("change:repeating_items:slots", function(eventInfo) {
getRepeatingFields("repeating_items", ["slots"], function(fieldValues){
setAttrs({
"foo_slotsused": sumFieldValues(fieldValues)
});
});
});
//
on("change:repeating_spells", function(eventInfo) {
// get total spell count
getRepeatingFields("repeating_spells", ["spelldiff"], function(fieldValues){
let sendValues = {"foo_spells":0};
let idName = "";
for (const property in fieldValues) {
idName = property.substring(0, property.lastIndexOf("_"));
sendValues[idName + "_foo_cost"] = getCostOfSpell(fieldValues[property]);
sendValues["foo_spells"] += 1;
}
setAttrs( sendValues , {silent:true} );
});
});
on("change:repeating_armors:armar change:repeating_armors:armas", function(eventInfo) {
getRepeatingFields("repeating_armors", ["armar","armas"], function(fieldValues){
let arSum = 0;
let asSum = 0;
for (const property in fieldValues) {
if(property.indexOf("_armar") != -1){
arSum += parseInt(fieldValues[property]);
}else{
asSum += parseInt(fieldValues[property]);
}
}
setAttrs({
"foo_armors": asSum*5 + arSum*2
, "foo_totalar": arSum
});
});
});
on("change:repeating_abilities:abilcost", function(eventInfo) {
getRepeatingFields("repeating_abilities", ["abilcost"], function(fieldValues){
setAttrs({
"foo_abils": sumFieldValues(fieldValues)
});
});
});
// function to get fields from a repeating section
function getRepeatingFields(sectionName, fieldNames, callback) {
getSectionIDs(sectionName, function (ids) {
if (ids.length === 0) {
@@ -410,6 +289,100 @@
});
}
function getCostOfPower(dc){
return Math.max(0,Math.ceil((parseInt(dc))/5));
}
on('change:iq change:dx change:emax' , function(eventInfo) {
getAttrs( ["e"]
, function(values) {
setAttrs({"e": (parseInt(values.e) + (parseInt(eventInfo.newValue) - (parseInt(eventInfo.previousValue)||0)))}, {silent:true});
});
});
on("change:tuf change:hpmax", function(eventInfo) {
getAttrs([
"hp",
]
, function(values) {
setAttrs({
"hp": (parseInt(values.hp) + parseInt(eventInfo.newValue) - (parseInt(eventInfo.previousValue)||0))
}
, {silent:true}
);
});
});
on("change:repeating_attacks:pdc", function(eventInfo) {
getRepeatingFields("repeating_attacks", ["pdc"], function(fieldValues){
let sendValues = {"foo_powers":0};
let idName;
let propName;
let last_Ind;
for (const property in fieldValues) {
last_Ind = property.lastIndexOf("_");
idName = property.substring(0, last_Ind);
propName = property.substring(last_Ind+1, property.length);
sendValues[idName + "_foo_e"] = getCostOfPower(fieldValues[property]);
if(parseInt(fieldValues[property])> 0){
sendValues["foo_powers"] += 1;
}
}
setAttrs( sendValues , {silent:true} );
});
});
on("change:repeating_attacks:pdc change:repeating_attacks:dmg", function(eventInfo) {
let sendValues = {};
const last_Ind = eventInfo.sourceAttribute.lastIndexOf("_");
const incomingAtk = eventInfo.sourceAttribute.substring(0, last_Ind);
getAttrs([
incomingAtk + "_pdc", incomingAtk + "_dmg"
]
, function(values) {
// making sure we didnt go over 60
if(parseInt(values[incomingAtk + "_pdc"]) + parseInt(values[incomingAtk + "_dmg"])*2 > 60){
sendValues[eventInfo.sourceAttribute] = eventInfo.previousValue;
values[incomingAtk + eventInfo.sourceAttribute.substring(last_Ind, eventInfo.sourceAttribute.length)] = eventInfo.previousValue;
}
// set buttons
if(parseInt(values[incomingAtk + "_pdc"]) >= parseInt(values[incomingAtk + "_dmg"])){
sendValues[incomingAtk + "_type"] = "@{iq}"
}else{
sendValues[incomingAtk + "_type"] = "@{dx}"
}
setAttrs( sendValues , {silent:true} );
});
});
on("change:repeating_items:slots", function(eventInfo) {
getRepeatingFields("repeating_items", ["slots"], function(fieldValues){
setAttrs({
"foo_slotsused": sumFieldValues(fieldValues)
});
});
});
on("change:repeating_armors:armor", function(eventInfo) {
getRepeatingFields("repeating_armors", ["armor"], function(fieldValues){
let arSum = 0;
for (const property in fieldValues) {
arSum += parseInt(fieldValues[property])*2;
}
setAttrs({
"foo_armor": arSum
});
});
});
on("change:repeating_passives:pass_cp", function(eventInfo) {
getRepeatingFields("repeating_passives", ["pass_cp"], function(fieldValues){
setAttrs({
"foo_passives": sumFieldValues(fieldValues)
});
});
});
on("sheet:opened", function(eventInfo){
getAttrs([
"first"
@@ -417,56 +390,25 @@
, function(values) {
if(values.first == undefined){
setAttrs({
"con": 0
,"dmg":0
,"iq":0
,"hp_max":5
,"foo_hpmax":5
"tuf": 5
,"iq":5
,"dx":5
,"hpmax":0
,"hp":5
,"first":1
,"mana":0
,"manamax":0
,"e":10
,"emax":0
,"gold":100
,"foo_armor":0
,"foo_dmg":0
,"foo_passives":0
,"foo_powers":0
}
, {silent:true}
);
}
});
});
on("change:con", function(eventInfo) {
const newV = parseInt(eventInfo.newValue);
const oldV = parseInt(eventInfo.previousValue);
let diff4 = Math.max(5, newV*2) - Math.max(5, oldV*2);
getAttrs([
"hp",
"hp_max",
"foo_hpmax",
]
, function(values) {
setAttrs({
"hp": parseInt(values.hp) + diff4
, "hp_max": parseInt(values.hp_max) + diff4
, "foo_hpmax": parseInt(values.foo_hpmax) + diff4
}
, {silent:true}
);
});
});
//on("change:hp_max", function(eventInfo) {
// const newV = parseInt(eventInfo.newValue);
// const oldV = parseInt(eventInfo.previousValue);
// let diff = newV - oldV;
// getAttrs([
// "hp"
// ]
// , function(values) {
// setAttrs({
// "hp": parseInt(values.hp) + diff
// }
// , {silent:true}
// );
// });
// });
</script>
<rolltemplate class="sheet-rolltemplate-roll">
@@ -485,7 +427,7 @@
<td>
{{#rollTotal() roll 20}}
<strong style="color: green;">CRIT SUCCESS!</strong> ({{roll}}) <br>
You succeed, and get really lucky! Optionally you can gamble with a high or low. Success means you double the effect. Fail means you just succeed.
You succeed, and get really lucky! Optionally you can gamble with a high or low. Success means you double the power. Fail means you just succeed.
{{/rollTotal() roll 20}}
{{#rollBetween() roll 2 19}}
@@ -509,36 +451,11 @@
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-weapondmg">
<table>
<tr>
<th>
{{weaponname}} deals:
</th>
</tr>
<tr>
<td>
<div class="sheet-rolltemplate-spacer"></div>
</td>
</tr>
<tr>
<td>
{{damage}}
{{#rollLess() damage mindmg}}
Damage cannot be below Ferocity: <strong style="color: green;">{{mindmg}}</strong>
{{/rollLess() damage mindmg}}
<br>
Subtract location DR
</td>
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-weapon">
<table>
<tr>
<th>
{{name}} attacks with {{weaponname}}
{{name}} attacks with {{atkname}} Difficulty: {{diff}}
</th>
</tr>
<tr>
@@ -548,65 +465,48 @@
</tr>
<tr>
<td>
{{#rollTotal() roll 20}}
{{#rollWasCrit() roll}}
<strong style="color: green;">CRIT SUCCESS!</strong> ({{roll}}) <br>
Your attack auto hits, and double Dmg or Add stun. Optionally you can gamble with a high or low. Success means you double the effect. Fail means you just succeed.
{{/rollTotal() roll 20}}
{{#rollBetween() roll 2 19}}
Compare {{total}} to target Def
{{/rollBetween() roll 2 19}}
{{#rollTotal() roll 1}}
<strong style="color: red;">CRIT FAIL!</strong> ({{roll}}) <br>
Your attack auto fails, succeed a "high or low" or you dorp your weapon or fall to the floor
{{/rollTotal() roll 1}}
</td>
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-spell">
<table>
<tr>
<th>
{{name}} attempts to cast Spell {{weaponname}} Difficulty: {{diff}}
</th>
</tr>
<tr>
<td>
<div class="sheet-rolltemplate-spacer"></div>
</td>
</tr>
<tr>
<td>
{{#rollTotal() roll 20}}
<strong style="color: green;">CRIT SUCCESS!</strong> ({{roll}}) <br>
Your attack auto hits, you can double dmg or add an additional effect (the GM approves), and mana is NOT consumed.
Optionally you can gamble with a high or low. Success means you double the effect. Fail means you just succeed.
Your attack auto hits. Double Power or Dmg. No E cost.
{{#^rollTotal() dmg 0}}
<br>
{{effect}}
{{/rollTotal() roll 20}}
Dmg: {{dmg}}
{{/^rollTotal() dmg 0}}
{{#^rollTotal() pdc 0}}
<br>
Power: Subtract <strong >{{cost}}</strong> E.
<div class="sheet-rolltemplate-spacer"></div>
{{power}}
{{/^rollTotal() pdc 0}}
<div class="sheet-rolltemplate-spacer"></div>
Optionally, gamble with a High-or-Low for even more Powers. A Fail loses all Crits.
{{/rollWasCrit() roll}}
{{#rollTotal() roll 1}}
{{#rollWasFumble() roll}}
<strong style="color: red;">CRIT FAIL!</strong> ({{roll}}) <br>
Your attack auto fails, succeed a "high or low" or your Spell backfires. This also wastes mana.
{{/rollTotal() roll 1}}
Your attack auto fails. Succeed a "high or low" or drop your weapon or fall prone.<br>Subtract {{cost}} E.
{{/rollWasFumble() roll}}
{{#rollBetween() roll 2 19}}
{{#rollLess() total diff}}
{{total}} <strong style="color: red;">Fails...</strong>. maneuver wasted. do NOT subtract mana.
{{total}} <strong style="color: red;">Fails...</strong>. Action wasted. Do NOT subtract E.
{{/rollLess() total diff}}
{{#rollGreater() total diff}}
{{total}} <strong style="color: green;">Success</strong>, apply effect! Roll Dmg if necessary. Subtract {{cost}} mana.
{{#^rollLess() total diff}}
{{total}} <strong style="color: green;">Success</strong>.
{{#^rollTotal() dmg 0}}
<br>
Dmg: {{dmg}}
{{/^rollTotal() dmg 0}}
{{#^rollTotal() pdc 0}}
<br>
Power: Subtract <strong >{{cost}}</strong> E.
<div class="sheet-rolltemplate-spacer"></div>
{{effect}}
{{/rollGreater() total diff}}
{{#rollTotal() total diff}}
{{total}} <strong style="color: green;">Success</strong>, apply effect! Roll Dmg if necessary. Subtract {{cost}} mana.
<div class="sheet-rolltemplate-spacer"></div>
{{effect}}
{{/rollTotal() total diff}}
{{power}}
{{/^rollTotal() pdc 0}}
{{/^rollLess() total diff}}
{{/rollBetween() roll 2 19}}
</td>
</tr>
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@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
+4 -2
View File
@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
+4 -2
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@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
+4 -2
View File
@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
+4 -2
View File
@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
+4 -2
View File
@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
+4 -2
View File
@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
+4 -2
View File
@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
+4 -2
View File
@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
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@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
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@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
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@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
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@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
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@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
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@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
+4 -2
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@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
+4 -2
View File
@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
+4 -2
View File
@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
+4 -2
View File
@@ -1271,10 +1271,12 @@
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
"tips-label": "Tips",
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",

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