From bf781e99714d54c3b41fa00a5ffe3aabe4d0b5df Mon Sep 17 00:00:00 2001 From: Naali Date: Mon, 31 Aug 2020 22:54:43 +0200 Subject: [PATCH] Update fr.json Update Procognition, abilities tooltip, classes description and a few extras --- .../translations/fr.json | 84 +++++++++---------- 1 file changed, 42 insertions(+), 42 deletions(-) diff --git a/Stars_Without_Number_Revised/translations/fr.json b/Stars_Without_Number_Revised/translations/fr.json index eae6e879bc..c57c4f72c4 100644 --- a/Stars_Without_Number_Revised/translations/fr.json +++ b/Stars_Without_Number_Revised/translations/fr.json @@ -25,14 +25,14 @@ "ADVANCED_NAV_COMPUTER": "Advanced nav computer", "ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.", "ADVENTURER": "Adventurer", - "ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.", + "ADVENTURER_CLASS_ABILITY": "Pour définir les capacités de votre aventurier, choisissez deux des trois classes partielles suivantes. \n- Expert partiel: vous gagnez un niveau gratuit dans un focus non martial lié à votre historique. La plupart des concepts prendront Spécialiste, bien que Diplomate, Voyageur stellaire, Guérisseur ou un autre focus soit plus adapté. Gagnez un point de compétence supplémentaire à chaque fois que vous gagnez un niveau qui peut être dépensé sur n'importe quelle compétence non psychique et non martiale. \n- Psychique partiel: vous êtes un psychique restreint. Choisissez une discipline psychique comme compétence bonus au niveau 0. Vous pouvez améliorer cette compétence avec des foci ou des points de compétence gagnés en progressant d'un niveau, mais vous ne pouvez pas apprendre ou améliorer une autre compétence psychique. Votre effort maximum est égal à 1 plus le niveau de cette compétence psychique plus le meilleur de vos modificateurs de Sagesse ou de Constitution, jusqu'à un minimum de 1. \n- Guerrier partiel: vous gagnez un niveau gratuit dans un focus de combat liée à votre historique. Gagnez +1 à votre bonus d'attaque aux premier et cinquième niveaux. Gagnez 2 points de vie maximum supplémentaires à chaque niveau. En plus, au premier niveau, vous obtenez 1d6 + 2 pour vos points de vie maximum. Au deuxième, vous lancez 2d6 + 4, et ainsi de suite.", "AI_COMPANION": "AI Companion", "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.", "ALECTO": "Alecto", "ALERT": "Alerte", "ALERT_DESC": "Vous êtes parfaitement conscient de votre environnement et pratiquement impossible à ignorer. Vous avez une rapidité de réponse instinctive qui vous aide à agir avant que les personnes moins méfiantes pensent à bouger. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nNiveau 1: Gagner Remarquer en compétence bonus. Vous ne pouvez pas être surpris, et les autres ne peuvent pas utiliser une Attaque d'exécution sur vous. Lorsque vous lancez l'initiative, lancez deux fois et prenez le meilleur résultat. \nNiveau 2: Vous agissez toujours en premier lors d'un round de combat à moins que quelqu'un d'autre impliqué soit également Alerte.", - "ALTERNATE_OUTCOME": "Alternate Outcome", - "ALTERNATE_OUTCOME_DESC": "The precog can sense impending failure and attempt to salvage the action. As an Instant action, the precog can target a visible ally or their own self and Commit Effort for the day to allow the target to reroll a failed hit roll, saving throw, or skill check, taking the better of the two rolls. This power disrupts delicate lines of probability, however, and cannot be used on any given target more than once a day.", + "ALTERNATE_OUTCOME": "Résultat alternatif", + "ALTERNATE_OUTCOME_DESC": "Le psychique peut détecter un échec imminent et tenter de sauver l'action. En tant qu'Action instantanée, il peut cibler un allié visible ou lui-même et dépenser de l'effort pour la journée pour permettre à la cible de relancer un jet de d'attaque, un jet de sauvegarde ou un test de compétence raté, prenant le meilleur des deux jets. Ce pouvoir perturbe cependant les lignes de probabilité délicates et ne peut pas être utilisé sur une cible donnée plus d'une fois par jour.", "ALWAYS": "Toujours", "AMMO": "Munition", "AMMO_20_ROUNDS": "Ammo, 20 rounds", @@ -44,8 +44,8 @@ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.", "AMPHIBIOUS_OPERATION": "Amphibious operation", "AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.", - "ANGUISHED_VISION": "Anguished Vision", - "ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.", + "ANGUISHED_VISION": "Vision de souffrance", + "ANGUISHED_VISION_DESC": "La prémonition du psychique est suffisamment sophistiquée pour prévoir clairement plusieurs secondes dans le futur. En tant qu'Action instantanée, il peut dépenser de l'effort pour la journée et déclarer que ce qu'il vient de faire ou de voir est une vision de l'avenir immédiat. Le temps revient au début du compte d'initiative dans un tour de combat, ou six secondes plus tôt si hors combat. Rien de ce qui s'est passé pendant cette manche ne s'est encore réellement produit.\nCette capacité est extrêmement épuisante et ne peut être utilisée qu'une fois par jour.", "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.", "AP": "PA", @@ -86,7 +86,7 @@ "AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.", "AUTO_TARGETING_SYSTEM": "Auto-targeting system", "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.", - "BACKGROUND": "Fond", + "BACKGROUND": "Historique", "BACKPACK": "Sac à dos", "BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.", "BARBARIAN_HERO": "Barbarian Hero", @@ -140,18 +140,18 @@ "CHARACTER_OPTIONS": "Options de personnage", "CHARGED_PARTICLE_CASTER": "Charged Particle Caster", "CHARISMA": "Charisme", - "CHARISMA_DESC": "Commanding, charming, attracting attention, being taken seriously", + "CHARISMA_DESC": "Commander, être charmant, attirer l'attention, étre pris au sérieux", "CHARISMA_SHORT": "CHA", "CHECK_RESULT": "Check Result", - "CHOOSE_ARMOR": "Choose armor", - "CHOOSE_CYBERWARE": "Choose cyberware", - "CHOOSE_DEFENSE": "Choose defense", + "CHOOSE_ARMOR": "Choisir une armure", + "CHOOSE_CYBERWARE": "Choisir cybernétique", + "CHOOSE_DEFENSE": "Choisir défense", "CHOOSE_FITTING": "Choose fitting", - "CHOOSE_FOCUS": "Choose focus", - "CHOOSE_GEAR": "Choose gear", + "CHOOSE_FOCUS": "Choisir un focus", + "CHOOSE_GEAR": "Choisir un équipement", "CHOOSE_ON_HOVER": "Choose on hover", - "CHOOSE_TECHNIQUE": "Choose technique", - "CHOOSE_WEAPON": "Choose weapon", + "CHOOSE_TECHNIQUE": "Choisir une technique", + "CHOOSE_WEAPON": "Choisir une arme", "CIVILIAN_SECURITY_BOT": "Civilian Security Bot", "CLASS": "Classe", "CLASS_ABILITY": "Capacité de classe", @@ -195,7 +195,7 @@ "CONNECTED": "Rentrer en contact", "CONNECTED_DESC": "Vous êtes remarquablement doué pour vous faire des amis et tisser des liens avec les gens qui vous entourent. Où que vous alliez, vous semblez toujours connaître quelqu'un d'utile à vos fins.\nNiveau 1: Gagner Contacter en compétence bonus. Si vous avez passé au moins une semaine dans un endroit pas entièrement hostile, vous aurez créé un réseau de contacts prêts à vous rendre des services qui ne peuvent pas être plus que légèrement illégaux. Vous pouvez demander une faveur par jour de jeu et le MJ décide jusqu'où il ira pour vous. \nNiveau 2: Une fois par session de jeu, si ce n'est pas totalement invraisemblable, vous rencontrez quelqu'un que vous connaissez qui est prêt à faire de modestes faveurs pour vous. Vous pouvez décider quand et où vous souhaitez rencontrer cette personne, mais le MJ décide qui elle est et ce qu'elle peut faire pour vous.", "CONSTITUTION": "Constitution", - "CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep", + "CONSTITUTION_DESC": "Résistance, endurance de blessures, résistance aux toxines, se passer de nourriture ou de sommeil", "CONSTITUTION_SHORT": "CON", "CONVERSION_BOW": "Conversion Bow", "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.", @@ -215,8 +215,8 @@ "CULTURE_SPACER": "Culture/Spacer", "CULTURE_TRAVELLER": "Culture/Traveller", "CURRENT": "Actuel", - "CURSED_LUCK": "Cursed Luck", - "CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.", + "CURSED_LUCK": "Malchance", + "CURSED_LUCK_DESC": "Les probabilités négatives sont étroitement liées autour d'une cible animée visible, y compris les robots et les animaux, mais pas les véhicules. Utiliser cette technique nécessite une Action principale et dépenser de l'Effort pour la scène. La cible doit lancer deux fois tous les jets d'attaque, de dégâts, de compétence et de sauvegarde et prendre le pire résultat à chaque fois. Toute tentative de toucher la cible et les dés de dégâts lancés contre elle peuvent être lancés deux fois pour prendre le meilleur résultat. Les cibles intelligentes peuvent effectuer un jet de sauvegarde Mental à la fin de chaque tour pour annuler l'effet; cette sauvegarde n'est pas pénalisée par le pouvoir.", "CUSTOM": "Perso.", "CUSTOM_AMOUNTS": "Custom amounts", "CUTTLEFISH": "Cuttlefish", @@ -243,11 +243,11 @@ "DERMAL_ARMOR": "Dermal Armor", "DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.", "DESCRIPTION": "Description ", - "DESTINYS_SHIELD": "Destiny’s Shield", - "DESTINYS_SHIELD_DESC": "The precog observes an incoming injury and tries to find an alternate future in which the attack misses. As an Instant action, the precog can Commit Effort for the day to force an attacker to reroll a successful hit roll. This technique only works on attacks against the psychic’s person, not against attacks aimed at a vehicle they’re occupying or harm that doesn’t involve an attack roll. If the rerolled attack still hits, however, the damage done is maximized. This technique can be used only once per incoming attack.", + "DESTINYS_SHIELD": "Bouclier du destin", + "DESTINYS_SHIELD_DESC": "Le psychique observe une blessure imminente et tente de trouver un autre futur dans lequel l'attaque échoue. En tant qu'Action instantanée, il peut dépenser de l'effort pour la journée pour forcer un attaquant à relancer un jet de d'attaque réussi. Cette technique ne fonctionne que sur les attaques contre le psychique, pas contre les attaques visant un véhicule qu’il occupe ou contre des blessures qui n’impliquent pas de jet d’attaque. Cependant, si l'attaque relancée touche toujours, les dégâts infligés sont maximisés. Cette technique ne peut être utilisée qu'une seule fois par attaque.", "DETAILS": "details", "DEXTERITY": "Dextérité", - "DEXTERITY_DESC": "Speed, evasion, manual dexterity, reaction time, combat initiative", + "DEXTERITY_DESC": "Vitesse, évasion, dextérité manuelle, temps de réaction, initiative de combat", "DEXTERITY_SHORT": "DEX", "DIE_HARD": "Résistant", "DIE_HARD_DESC": "Vous êtes étonnamment difficile à tuer. Vous pouvez survivre à des blessures ou supporter du stress qui neutraliserait un héros moins déterminé.\nNiveau 1: Vous gagnez 2 points de vie maximum supplémentaires par niveau. Ce bonus s'applique rétroactivement si vous prenez ce focus après le premier niveau. Vous vous stabilisez automatiquement si vous êtes mortellement blessé par quelque chose de plus petit qu'une arme lourde.\nLevel 2: La première fois chaque jour où vous êtes réduit à zéro point de vie par une blessure, vous survivez à la place avec un point de vie restant. Cette capacité ne peut pas vous sauver des armes lourdes ou des traumatismes similaires.", @@ -292,7 +292,7 @@ "EXOSUIT": "Exosuit", "EXPAND": "Etendre", "EXPERT": "Expert", - "EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.", + "EXPERT_CLASS_ABILITY": "Vous gagnez un niveau gratuit dans un focus non martial lié à votre expérience. La plupart prendront Spécialiste dans leur compétence principale, bien que Diplomate, Voyageur stellaire, Guérisseur ou un autre focus puisse mieux convenir. Vous ne pouvez pas choisir un focus martial avec ce bonus. En cas d'incertitude, le MJ décide si un focus est autorisée ou non. \n- Une fois par scène, vous pouvez relancer un test de compétence raté, en prenant le nouveau jet s'il est meilleur. \n- Lorsque vous gagnez un niveau, vous gagnez un point de compétence supplémentaire qui peut être dépensé dans n'importe quelle compétence non psychique et non martiale. Vous pouvez sauvegarder ce point pour le dépenser plus tard si vous le souhaitez.", "EXPERT_SYSTEM": "Expert System", "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.", "EXTENDED_FLIGHT": "Extended Flight", @@ -333,8 +333,8 @@ "FOCI_LOCATION": "Foci location", "FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.", "FOCUS": "Focus", - "FORCED_OUTCOME": "Forced Outcome", - "FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.", + "FORCED_OUTCOME": "Résultat forcé", + "FORCED_OUTCOME_DESC": "Grâce à une manipulation minutieuse des probabilités, le psychique peut influencer des événements physiques aléatoires dans son voisinage. Le déclenchement de cette technique nécessite une Action principale et dépenser de l'Effort pour la scène. Tout résultat mécanique simple et aléatoire peut être complètement contrôlé pour la scène, comme une roue de roulette ou l'ordre d'un jeu de cartes mélangées. Grâce à cette technique, tout autre événement physique dans la zone qui ne semble pas tout à fait invraisemblable peut se produire, à condition qu'il n'implique pas plus de quelques objets et ne nécessite pas une intervention humaine. Le MJ décide quels événements aléatoires sont et ne sont pas suffisamment possibles. Il est probablement impossible de produire plus d'une coïncidence ou un hasard inhabituel par scène.", "FORCE_PAVIS": "Force Pavis", "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.", "FORCE_PUPPETRY": "Force Puppetry", @@ -423,7 +423,7 @@ "HOLOSKIN_EMITTER": "Holoskin Emitter", "HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.", "HOMEBREW_OPTIONS": "Homebrew options", - "HOMEWORLD": "Homeworld", + "HOMEWORLD": "Monde d'origine", "HOME_PORT": "Home Port", "HOSTILE": "Hostile", "HULL_TYPE": "Type de coque", @@ -455,10 +455,10 @@ "INTEGRITY_STIMS": "Integrity Stims", "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.", "INTELLIGENCE": "Intelligence", - "INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education", + "INTELLIGENCE_DESC": "Mémoire, raisonnement, compétences techniques, éducation générale", "INTELLIGENCE_SHORT": "INT", - "INTUITIVE_RESPONSE": "Intuitive Response", - "INTUITIVE_RESPONSE_DESC": "As an Instant action, the precog can Commit Effort for the scene just before they roll initiative. Their initiative score is treated as one better than anyone else’s involved in the scene. If another participant has this power or some other ability that grants automatic initiative success, roll initiative normally to determine which of them goes first, and then the rest of the combatants act. This ability cannot be used if the precog has been surprised.", + "INTUITIVE_RESPONSE": "Réponse intuitive", + "INTUITIVE_RESPONSE_DESC": "En tant qu'Action instantanée, le psychique peut dépenser un effort pour la scène juste avant un jet d'initiative. Leur score d’initiative est considéré comme meilleur que quiconque est impliqué dans la scène. Si un autre participant a ce pouvoir ou une autre capacité qui accorde le succès d'initiative automatique, lancez l'initiative normalement pour déterminer lequel d'entre eux agit en premier, puis le reste des combattants agissent. Cette capacité ne peut pas être utilisée si le psychique a été surpris.", "INVINCIBLE_STAND": "Invincible Stand", "INVINCIBLE_STAND_DESC": "The biopsion has mastered techniques of emergency tissue reinforcement and system stabilization. As an Instant action, they can Commit Effort for the scene to keep themself or a target they can touch active even at zero hit points. This technique must be used once every round on the target or they collapse at the end of the round. If the target suffers hit point damage, the biopsion must Instantly Commit Effort for the scene or the target goes down immediately with a mortal wound. A Heavy weapon hit on a subject of this power or similar physical dismemberment will always kill a target, regardless of this technique.", "IRONHIDE": "Peau de fer", @@ -605,7 +605,7 @@ "OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.", "OPERATING_COST": "Operating Cost", "ORACLE": "Oracle", - "ORACLE_DESC": "The precog gains a progressively-greater intuitive understanding of their own future. Each invocation of the Oracle technique requires a Main Action and that the user Commit Effort for the day. Once triggered, the adept gets a single brief vision related to the question about the future that they’re asking. This vision is always from their own personal vantage point and never reveals more than a minute of insight, though the psychic processes it almost instantly as part of the power’s use.\nThe GM should answer the question as if the PC were about to perform the act or engage in the investigation pertinent to the question. Thus, if the adept wanted to know what pressing a button would do and the GM knows that it’s connected to a bomb, the psychic might get a vision of sudden death. If the bomb were on a time delay that extended past the time horizon of the oracle, however, the psychic might just see a vision of herself waiting patiently, with nothing happening.\nVisions should relate to actions and events, not abstract facts. Oracle couldn’t tell a psychic who the crime boss of a slum neighborhood is, for example, but it could give a vision of the psychic caught in the next bloody riot and the gang boss who’s directing the myriad thugs. It couldn’t reveal the name of a security guard, but it could show the seer the impending moment that the next guard patrol will enter the area the psychic plans to infiltrate. Only the most important or significant information is conveyed by the technique, even if multiple events of interest might transpire during the time horizon.\nOracle can only be used on a given question or topic once until the situation changes substantially or a week goes by. The maximum time horizon of the Oracle increases as the adept’s Precognition skill improves.\nLevel-0: One minute into the future.\nLevel-1: One day into the future.\nLevel-2: One week into the future.\nLevel-3: Three months into the future.\nLevel-4: One year into the future.", + "ORACLE_DESC": "Le psychique acquiert une compréhension intuitive de plus en plus grande de son propre avenir. Chaque utilisation de la technique Oracle nécessite une Action principale et que l'utilisateur dépense de l'effort pour la journée. Une fois déclenché, l'adepte a une vision brève et unique liée à la question sur l'avenir qu'il se pose. Cette vision provient toujours de son propre point de vue et ne révèle jamais plus d'une minute de perspicacité, bien que le psychique la traite presque instantanément dans le cadre de l'utilisation du pouvoir. \nLe MJ devrait répondre à la question comme si le PC était sur le point d'exécuter l'action ou s'engager dans la recherche d'informations pertinente à la question. Ainsi, si l'adepte voulait savoir ce que ferait le fait d'appuyer sur un bouton et que le MJ sait qu'il est connecté à une bombe, le médium pourrait avoir une vision de mort subite. Si la bombe avait un retard qui dépassait l'horizon temporel de l'oracle, cependant, le psychique pourrait simplement voir une vision de lui-même attendant patiemment, sans que rien ne se passe.\nLes visions doivent porter sur des actions et des événements, pas sur des faits abstraits. Oracle ne permettrait pas à un psychique de savoir qui est le chef du crime d'un quartier de bidonvilles, par exemple, mais cela pourrait donner une vision du psychique pris dans la prochaine émeute sanglante et du chef de gang qui dirige la myriade de voyous. Il ne pouvait pas révéler le nom d'un garde de sécurité, mais cela pourrait montrer au voyant le moment imminent où la prochaine patrouille de garde entrera dans la zone que le psychique prévoit d'infiltrer. Seules les informations les plus importantes ou les plus significatives sont véhiculées par la technique, même si plusieurs événements intéressants peuvent se produire au cours de l’horizon temporel.\nOracle ne peut être utilisé qu'une seule fois sur une question ou un sujet donné jusqu'à ce que la situation change substantiellement ou qu'une semaine s'écoule. L'horizon temporel maximal de l'Oracle augmente à mesure que la compétence de prémonition de l'adepte s'améliore.\nNiveau-0: Une minute dans le futur.\nNiveau-1: Un jour dans le futur.\nNiveau-2: Une semaine dans le futur.\nNiveau-3: Trois mois dans le futur.\nNiveau-4: Un an dans le futur.", "ORGANIC_PURIFICATION_PROTOCOLS": "Organic Purification Protocols", "ORGANIC_PURIFICATION_PROTOCOLS_DESC": "The biopsion’s Psychic Succor now cures any poisons or diseases the subject may be suffering, albeit it requires Committing Effort for the day as an additional surcharge. Biowarfare organisms, exceptionally virulent diseases, or TL5 toxins may resist this curing, requiring a Wis/Biopsionics skill check at a difficulty of at least 10. Failure means that the adept cannot cure the target’s disease. This technique cannot cure congenital illnesses.", "OTHER": "Autre", @@ -620,7 +620,7 @@ "PERCEPTIVE_DISLOCATION": "Perceptive Dislocation", "PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.", "PERFORM": "Représenter", - "PERMANENT_STRAIN": "Permanent Strain", + "PERMANENT_STRAIN": "Stress permanent", "PERMANENT_STRAIN_EXTRA": "Permanent Strain Extra", "PERSONAL_APPORTATION": "Personal Apportation", "PERSONAL_APPORTATION_DESC": "The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void.\nThe core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind.\nA teleporter will instinctively abort any apportation that would leave him embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power.\nThe maximum range of Personal Apportation depends on the teleporter’s skill level. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene.\nLevel-0: The psychic can teleport up to 10 meters.\nLevel-1: The psychic can teleport up to 100 meters.\nLevel-2: The psychic can teleport up to 10 kilometers.\nLevel-3: The psychic can teleport up to 1,000 kilometers.\nLevel-4: The psychic can teleport anywhere on a planet’s surface or near orbit.", @@ -653,7 +653,7 @@ "POWER_CELL_TYPE_B": "Power cell, type B", "POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.", "POWER_INIT": "P", - "PRECOGNITION": "Precognition", + "PRECOGNITION": "Prémonition", "PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber", "PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.", "PREPARED": "Préparé", @@ -688,10 +688,10 @@ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.", "PSYCH": "Psych", "PSYCHIC": "Psychique", - "PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.", + "PSYCHIC_CLASS_ABILITY": "Contrairement aux guerriers ou aux experts, vous êtes capable d'apprendre les disciplines psychiques et leurs techniques associées, comme décrit à partir de la page 28. \n- Lorsque vous choisissez cette classe, choisissez deux compétences psychiques comme compétences supplémentaires. Vous pouvez choisir la même deux fois pour obtenir une maîtrise de niveau 1 ainsi qu'une technique de niveau 1 de cette discipline. \n- Vous avez un score d'effort, qui peut être utilisé pour alimenter les capacités psychiques. Votre effort maximum est égal à 1 plus votre compétence psychique la plus élevée plus le meilleur de vos modificateurs de Sagesse ou de Constitution. Même avec une pénalité, votre effort maximum ne peut être inférieur à 1.", "PSYCHIC_REFINEMENT": "Psychic Refinement", "PSYCHIC_REFINEMENT_DESC": "The metapsion gains improved mastery over their own powers and an innate sensitivity to the use of psionic abilities in their presence.\nLevel-0: The adept can visually and audibly detect the use of psychic powers. If both the source and target are visible to the metapsion, they can tell who’s using the power, even if it’s normally imperceptible. They gain a +2 bonus on any saving throw versus a psionic power.\nLevel-1: The metapsion’s maximum Effort increases by an additional point.\nLevel-2: The adept can determine whether or not a person is a psychic or has latent psionic abilities through one round of visual inspection. Their saving throw bonus against psionic powers increases to +3.\nLevel-3: The metapsion’s maximum Effort increases by an additional point.\nLevel-4: The metapsion can perform a slightly safer version of torching. Instead of rolling the torching damage die, they simply suffer 10 hit points of damage after torching is used. The damage occurs after the fueled power activates, allowing a psychic at low hit points to trigger a power before falling unconscious. This damage cannot be healed by anything but natural bed rest, though a psychic can be stabilized if this technique drops her to zero hit points.", - "PSYCHIC_SKILLS_TECHNIQUES": "Psychic Skills & Techniques", + "PSYCHIC_SKILLS_TECHNIQUES": "Techniques & Compétences Psychiques", "PSYCHIC_STATIC": "Psychic Static", "PSYCHIC_STATIC_DESC": "As an Instant action, the metapsion may Commit Effort for the day to negate a perceived psychic power. The psychic responsible for the effect must Commit Effort for the day as an Instant action to resist this negation, otherwise the power ends and any action used to trigger it is wasted. The PC may then Commit Effort for the day again, with each spending and counter-spending until one runs out of Effort or chooses to stop. Psychic Static can be applied only once per round to any particular power. The target of the Psychic Static automatically knows the position of the interfering metapsion, though other onlookers do not have any obvious way of identifying the metapsion.", "PSYCHIC_SUCCOR": "Psychic Succor", @@ -780,8 +780,8 @@ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.", "SEMI_AUTO_PISTOL": "Semi-Auto Pistol", "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.", - "SENSE_THE_NEED": "Sense the Need", - "SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.", + "SENSE_THE_NEED": "Sentir le besoin", + "SENSE_THE_NEED_DESC": "À un moment donné dans le passé récent, le psychique avait une vague mais intense prémonition qu'un objet particulier serait nécessaire. En déclenchant ce pouvoir en tant qu'Action instantanée et en dépensant un effort pour la journée, le psychique peut déclarer rétroactivement qu'il a amené n'importe quel objet qu'il aurait raisonnablement pu acquérir et transporter jusqu'à ce point. Cet objet doit être plausible compte tenu des événements récents; si le psychique vient de subir une fouille à nu, très peu d’objets auraient raisonnablement pu être conservés, tandis qu’un psychique qui vient de passer un contrôle d’armes ne pourrait pas encore avoir de pistolet laser chargé.", "SENSOR_MASK": "Sensor mask", "SENSOR_MASK_DESC": "At long distances, disguise ship as another.", "SENSOR_TRANSPARENCY": "Sensor Transparency", @@ -791,7 +791,7 @@ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.", "SHIELD": "Bouclier", "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.", - "SHIP": "Navire", + "SHIP": "Vaisseau", "SHIPS_LOCKER": "Ship's locker", "SHIPS_LOCKER_DESC": "General equipment for the crew.", "SHIPTENDER_MOUNT": "Shiptender mount", @@ -857,7 +857,7 @@ "SPATIAL_SYNCHRONY_MANDALA_DESC": "The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.", "SPECIALIST": "Specialiste", "SPECIALIST_DESC": "Vous êtes remarquablement doué dans une compétence particulière. Que ce soit un cambrioleur merveilleux, un athlète de renommée mondiale, un ingénieur brillant ou tout autre savant, votre expertise est extrêmement fiable. Vous pouvez utiliser ce focus plus d'une fois pour différentes compétences.\nNiveau 1: Gagnez une compétence hors combat et hors psychique en bonus. Lancez 3d6 et omettez le dé le plus bas pour tous les tests de cette compétence.\nLevel 2: Lancez 4d6 et omettez les deux dés les plus bas pour tous les tests de cette compétence.", - "SPECIES_GENDER": "Species / Gender", + "SPECIES_GENDER": "Espèce / Genre", "SPECIFIC_HUMAN": "Specific human", "SPEED": "Vitesse", "SPELL": "Sort", @@ -906,7 +906,7 @@ "STREET": "Street", "STRENGTH": "Force", "STRENGTH/2": "Force/2", - "STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force", + "STRENGTH_DESC": "Prouesse physique, combat au corps à corps, transport d'équipement, force brute", "STRENGTH_SHORT": "FOR", "STRIKE_FIGHTER": "Strike Fighter", "STR_DEX": "FOR/DEX", @@ -946,7 +946,7 @@ "SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.", "SYSTEM_RESET_INDUCTOR": "System Reset Inductor", "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.", - "SYSTEM_STRAIN": "System Strain", + "SYSTEM_STRAIN": "Stress", "TACTICS": "Tactique", "TAGGER_NANITES": "Tagger Nanites", "TAGGER_NANITES_DESC": "While true nanotechnology is beyond the grasp of standard TL4 science, this cyberware allows for the implantation of very simple nanofactories in the user, ones that exude a constant imperceptible “smart dust”. Objects the user touches can be tagged by these nanites, which generate more of their kind for up to 48 hours after tagging. The dust then lays down a trail behind the tagged object, one that is visible to the user or to someone using a properly-keyed tracer. Only counter-nanite measures can remove the dust, as ordinary bathing or scrubbing is insufficient. The dust can be pinged by radio to announce its location to anyone within five kilometers, but most users prefer to leave the dust in passive mode, where it is undetectable to most TL4 sensors. Tagging an object adds one System Strain to the user.", @@ -989,8 +989,8 @@ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.", "TERATIC_OVERLOAD": "Teratic Overload", "TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.", - "TERMINAL_REFLECTION": "Terminal Reflection", - "TERMINAL_REFLECTION_DESC": "The psychic’s Oracle power automatically triggers as an Instant action moments before some unexpected danger or ambush, giving the precog a brief vision of the impending hazard. This warning comes just in time to avoid springing a trap or to negate combat surprise for the precog and their companions. If the psychic does not immediately Commit Effort for the day, this sense goes numb and this technique cannot be used for the rest of the day.", + "TERMINAL_REFLECTION": "Réflexion terminale", + "TERMINAL_REFLECTION_DESC": "Le pouvoir Oracle du psychique se déclenche automatiquement comme une Action instantanée quelques instants avant un danger inattendu ou une embuscade, lui donnant une brève vision du danger imminent. Cet avertissement arrive juste à temps pour éviter de tomber dans un piège ou pour annuler la surprise de combat pour le psychique et ses compagnons. S'il de dépense pas immédiatement de l'Effort pour la journée, ce sens devient paralisé et cette technique ne peut pas être utilisée pour le reste de la journée.", "TERRIFYING_APEX_PREDATOR": "Terrifying Apex Predator", "THERMAL_FLARE": "Thermal flare", "THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.", @@ -1081,7 +1081,7 @@ "WARPAINT": "Warpaint", "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.", "WARRIOR": "Guerrier", - "WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.", + "WARRIOR_CLASS_ABILITY": "Vous gagnez un niveau dans un focus martial lié à votre expérience. Le MJ décide si un focus est qualifié s'il s'agit d'un cas ambigu. \n- Les guerriers ont de la chance au combat. Une fois par scène, en tant que capacité instantanée, vous pouvez choisir d'annuler un jet d'attaque réussi contre vous ou de transformer un jet d'attaque manqué que vous avez effectué en un coup réussi. Vous pouvez utiliser cette capacité une fois les dés lancés, mais elle ne peut pas être utilisée contre les dégâts environnementaux, les effets sans jet d’attaque ou les coups sur un véhicule que vous occupez. \n- Vous gagnez deux points de vie maximum supplémentaires à chaque niveau de personnage.", "WARRIOR_TYRANT": "Warrior Tyrant", "WEAPON": "Arme", "WEAPONS": "Armes", @@ -1094,7 +1094,7 @@ "WILD_PSYCHIC_TALENT": "Talent Psychique Primitif", "WILD_PSYCHIC_TALENT_DESC": "Certains hommes et femmes naissent avec une forme très limitée de MES, la condition mentale qui permet l'utilisation de pouvoirs psychiques. Bien que ces personnes ne soient pas de véritables psychiques, ces «talents primitifs» peuvent créer un effet psychique limité. L'entraînement n'est pas toujours nécessaire pour développer cette capacité, et leur MES est si doux qu'ils ne subissent pas le risque de folie ou de lésions cérébrales que les psychiques plus développés risquent s'ils utilisent leurs pouvoirs sans entraînement approprié. \nCeux ayant un talent primitif ne sont pas traités comme psychiques et ne peuvent pas «torch» leurs pouvoirs. Le cas échéant, ils sont traités comme ayant un point d'effort. Les psychiques et les psychiques partiels ne peuvent pas prendre ce focus. \nNiveau 1: Choisissez une discipline psychique. Vous gagnez une capacité équivalente à la puissance de base de niveau 0 de cette discipline. Vous pouvez éventuellement choisir une technique de niveau 1 dans cette discipline, mais cette technique doit être autonome; vous ne pouvez pas en choisir une qui augmente une autre technique ou capacité de base. Par exemple, vous pouvez choisir la technique de l'armurerie télékinésique de Télékinésie, car cette capacité ne nécessite l'utilisation d'aucun autre pouvoir de télékinésie. Vous ne pouvez pas choisir la capacité Mastered Succor de Biopsioniques, car cette technique est destinée à augmenter un autre pouvoir que vous n’avez pas.\nNiveau 2: Vous avez maintenant un effort maximum de deux points. Vous pouvez choisir une deuxième capacité selon les directives ci-dessus. Cette seconde n'a pas besoin d'être une technique autonome si elle augmente la puissance que vous avez choisie pour le niveau 1 de ce focus. Ainsi, si votre premier choix gagnait la puissance de niveau 0 de Psychic Succor, votre second pourrait être Mastered Succor. Cependant, vous ne pouvez toujours pas obtenir la puissance de base de niveau 1 de Psychic Succor, car vous êtes toujours limité au niveau 0.", "WISDOM": "Sagesse", - "WISDOM_DESC": "Noticing things, making judgments, reading situations, intuition", + "WISDOM_DESC": "Remarquer des choses, émettre des jugements, lire des situations, intuition", "WISDOM_SHORT": "SAG", "WORK": "Travailler", "WORKSHOP": "Atelier",