mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
synced 2026-08-30 03:40:32 +00:00
@@ -0,0 +1,85 @@
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||||
{
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||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
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"player:-u": "PLAYER:",
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"badge:-u": "BADGE:",
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||||
"gender:-u": "GENDER:",
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"handed:-u": "HANDED:",
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"strength-u": "STRENGTH",
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"original": "original",
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||||
"present": "present",
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||||
"initiative-u": "INITIATIVE",
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||||
"combatSkill-u": "COMBAT SKILL",
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"driveSkill-u": "DRIVE SKILL",
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"techSkill-u": "TECH SKILL",
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"streetSkill-u": "STREET SKILL",
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"medicalSkill-u": "MEDICAL SKILL",
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"PSISkill-u": "PSI SKILL",
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"actions-u": "ACTIONS",
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"phases-u": "PHASES",
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"lawgiver-u": "LAWGIVER",
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"lawgiver:-c": "Lawgiver:",
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"Tick off shots as they are fired.": "Tick off shots as they are fired.",
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"magazine-u": "MAGAZINE",
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"magazines-c": "Magazines",
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"chamber1-u": "CHAMBER 1",
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"chamber2-u": "CHAMBER 2",
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"storage-u": "STORAGE",
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"type:-c": "Type:",
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"shots:-c": "Shots:",
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"specialAbilities:-u": "SPECIAL ABILITIES:",
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"experiencePoints:-u": "EXPERIENCE POINTS:",
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"notes:-u": "NOTES:",
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"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
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"location-c": "Location",
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"result-c": "Result",
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"armour-c": "Armour",
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"head-c": "Head",
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"chest-c": "Chest",
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"abdomen-c": "Abdomen",
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"rightArm-c": "Right Arm",
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"leftArm-c": "Left Arm",
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"rightLeg": "Right Leg",
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"leftLeg": "Left Leg",
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"handToHandCombat-u": "HAND TO HAND COMBAT",
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"gun-c": "Gun",
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"beltPouch-c": "Belt Pouch",
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"beltPouches:-c": "Belt Pouches:",
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"birdieLieDetector-c": "Birdie Lie Detector",
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"bleepers-c": "Bleepers",
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"handCuffs-c": "Hand Cuffs",
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"handRadio-c": "Hand Radio",
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"Lawgiver: IR Sight": "Lawgiver: IR Sight",
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"silencer-c": "Silencer",
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"Medi-Pack": "Medi-Pack",
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"pollutionMeter-c": "Pollution Meter",
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"stummGasGrenades-c": "Stumm Gas Grenades",
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"glovePouches:-c": "Glove Pouches:",
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"heatSeekerShells-c": "Heat Seeker Shells",
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"hypnoShells-c": "Hypno Shells",
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"movement-c": "Movement",
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"specialisms-u": "SPECIALISMS",
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"health-u": "HEALTH",
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"weapons-u": "WEAPONS",
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"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
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"weaponDamage-c": "Weapon Damage",
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"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
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"addRangeDamageBonus-c": "Add Range Damage Bonus",
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"effectDescription-c": "Effect Description",
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"equipment-u": "EQUIPMENT",
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"item-c": "Item",
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"currency-u": "CURRENCY",
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"check:-c": "Check: ",
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"target:-c": "Target: ",
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"result:-c": "Result: ",
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"status:-c": "Status: ",
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"failure-c": "Failure",
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"success-c": "Success!",
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"normal-c": "Normal",
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"critical!-c": "Critical!",
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"fumble!-c": "Fumble!",
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"alwaysSuccess-c": "Always Success",
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"alwaysFailure-c": "Always Failure",
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"damage:-c": "Damage: ",
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"description:-c": "Description: ",
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"for-l": " *for*"
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}
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@@ -0,0 +1,85 @@
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{
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"judgeRecordSheet-u": "JUDGE RECORD SHEET",
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"player:-u": "PLAYER:",
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"badge:-u": "BADGE:",
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"gender:-u": "GENDER:",
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"handed:-u": "HANDED:",
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"strength-u": "STRENGTH",
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"original": "original",
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"present": "present",
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"initiative-u": "INITIATIVE",
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"combatSkill-u": "COMBAT SKILL",
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"driveSkill-u": "DRIVE SKILL",
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"techSkill-u": "TECH SKILL",
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"streetSkill-u": "STREET SKILL",
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"medicalSkill-u": "MEDICAL SKILL",
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"PSISkill-u": "PSI SKILL",
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"actions-u": "ACTIONS",
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"phases-u": "PHASES",
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"lawgiver-u": "LAWGIVER",
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"lawgiver:-c": "Lawgiver:",
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"Tick off shots as they are fired.": "Tick off shots as they are fired.",
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"magazine-u": "MAGAZINE",
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"magazines-c": "Magazines",
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"chamber1-u": "CHAMBER 1",
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"chamber2-u": "CHAMBER 2",
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"storage-u": "STORAGE",
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"type:-c": "Type:",
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"shots:-c": "Shots:",
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"specialAbilities:-u": "SPECIAL ABILITIES:",
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"experiencePoints:-u": "EXPERIENCE POINTS:",
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"notes:-u": "NOTES:",
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"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
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"location-c": "Location",
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"result-c": "Result",
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"armour-c": "Armour",
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"head-c": "Head",
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"chest-c": "Chest",
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"abdomen-c": "Abdomen",
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"rightArm-c": "Right Arm",
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"leftArm-c": "Left Arm",
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"rightLeg": "Right Leg",
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"leftLeg": "Left Leg",
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"handToHandCombat-u": "HAND TO HAND COMBAT",
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"gun-c": "Gun",
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"beltPouch-c": "Belt Pouch",
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"beltPouches:-c": "Belt Pouches:",
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"birdieLieDetector-c": "Birdie Lie Detector",
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"bleepers-c": "Bleepers",
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"handCuffs-c": "Hand Cuffs",
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"handRadio-c": "Hand Radio",
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"Lawgiver: IR Sight": "Lawgiver: IR Sight",
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"silencer-c": "Silencer",
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"Medi-Pack": "Medi-Pack",
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"pollutionMeter-c": "Pollution Meter",
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"stummGasGrenades-c": "Stumm Gas Grenades",
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"glovePouches:-c": "Glove Pouches:",
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"heatSeekerShells-c": "Heat Seeker Shells",
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"hypnoShells-c": "Hypno Shells",
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"movement-c": "Movement",
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"specialisms-u": "SPECIALISMS",
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"health-u": "HEALTH",
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"weapons-u": "WEAPONS",
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"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
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"weaponDamage-c": "Weapon Damage",
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"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
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"addRangeDamageBonus-c": "Add Range Damage Bonus",
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"effectDescription-c": "Effect Description",
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"equipment-u": "EQUIPMENT",
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"item-c": "Item",
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"currency-u": "CURRENCY",
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"check:-c": "Check: ",
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"target:-c": "Target: ",
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"result:-c": "Result: ",
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"status:-c": "Status: ",
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"failure-c": "Failure",
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"success-c": "Success!",
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"normal-c": "Normal",
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"critical!-c": "Critical!",
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"fumble!-c": "Fumble!",
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"alwaysSuccess-c": "Always Success",
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"alwaysFailure-c": "Always Failure",
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"damage:-c": "Damage: ",
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"description:-c": "Description: ",
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"for-l": " *for*"
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}
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@@ -0,0 +1,85 @@
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{
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"judgeRecordSheet-u": "JUDGE RECORD SHEET",
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"player:-u": "PLAYER:",
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"badge:-u": "BADGE:",
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"gender:-u": "GENDER:",
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"handed:-u": "HANDED:",
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"strength-u": "STRENGTH",
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"original": "original",
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"present": "present",
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"initiative-u": "INITIATIVE",
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"combatSkill-u": "COMBAT SKILL",
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"driveSkill-u": "DRIVE SKILL",
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"techSkill-u": "TECH SKILL",
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"streetSkill-u": "STREET SKILL",
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"medicalSkill-u": "MEDICAL SKILL",
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"PSISkill-u": "PSI SKILL",
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"actions-u": "ACTIONS",
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"phases-u": "PHASES",
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"lawgiver-u": "LAWGIVER",
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"lawgiver:-c": "Lawgiver:",
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"Tick off shots as they are fired.": "Tick off shots as they are fired.",
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"magazine-u": "MAGAZINE",
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"magazines-c": "Magazines",
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"chamber1-u": "CHAMBER 1",
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"chamber2-u": "CHAMBER 2",
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"storage-u": "STORAGE",
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"type:-c": "Type:",
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"shots:-c": "Shots:",
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"specialAbilities:-u": "SPECIAL ABILITIES:",
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"experiencePoints:-u": "EXPERIENCE POINTS:",
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"notes:-u": "NOTES:",
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"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
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"location-c": "Location",
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"result-c": "Result",
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"armour-c": "Armour",
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"head-c": "Head",
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"chest-c": "Chest",
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"abdomen-c": "Abdomen",
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"rightArm-c": "Right Arm",
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"leftArm-c": "Left Arm",
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"rightLeg": "Right Leg",
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"leftLeg": "Left Leg",
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"handToHandCombat-u": "HAND TO HAND COMBAT",
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"gun-c": "Gun",
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"beltPouch-c": "Belt Pouch",
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"beltPouches:-c": "Belt Pouches:",
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"birdieLieDetector-c": "Birdie Lie Detector",
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"bleepers-c": "Bleepers",
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"handCuffs-c": "Hand Cuffs",
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"handRadio-c": "Hand Radio",
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"Lawgiver: IR Sight": "Lawgiver: IR Sight",
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"silencer-c": "Silencer",
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"Medi-Pack": "Medi-Pack",
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"pollutionMeter-c": "Pollution Meter",
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"stummGasGrenades-c": "Stumm Gas Grenades",
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"glovePouches:-c": "Glove Pouches:",
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"heatSeekerShells-c": "Heat Seeker Shells",
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"hypnoShells-c": "Hypno Shells",
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"movement-c": "Movement",
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"specialisms-u": "SPECIALISMS",
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"health-u": "HEALTH",
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"weapons-u": "WEAPONS",
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"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
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"weaponDamage-c": "Weapon Damage",
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"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
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"addRangeDamageBonus-c": "Add Range Damage Bonus",
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"effectDescription-c": "Effect Description",
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"equipment-u": "EQUIPMENT",
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"item-c": "Item",
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"currency-u": "CURRENCY",
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"check:-c": "Check: ",
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"target:-c": "Target: ",
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"result:-c": "Result: ",
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"status:-c": "Status: ",
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"failure-c": "Failure",
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"success-c": "Success!",
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"normal-c": "Normal",
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"critical!-c": "Critical!",
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"fumble!-c": "Fumble!",
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"alwaysSuccess-c": "Always Success",
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"alwaysFailure-c": "Always Failure",
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"damage:-c": "Damage: ",
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"description:-c": "Description: ",
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"for-l": " *for*"
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}
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@@ -0,0 +1,85 @@
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{
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"judgeRecordSheet-u": "JUDGE RECORD SHEET",
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"player:-u": "PLAYER:",
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"badge:-u": "BADGE:",
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"gender:-u": "GENDER:",
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"handed:-u": "HANDED:",
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"strength-u": "STRENGTH",
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"original": "original",
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"present": "present",
|
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"initiative-u": "INITIATIVE",
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"combatSkill-u": "COMBAT SKILL",
|
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"driveSkill-u": "DRIVE SKILL",
|
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"techSkill-u": "TECH SKILL",
|
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"streetSkill-u": "STREET SKILL",
|
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"medicalSkill-u": "MEDICAL SKILL",
|
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"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
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"magazines-c": "Magazines",
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||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"judgeRecordSheet-u": "JUDGE RECORD SHEET",
|
||||
"player:-u": "PLAYER:",
|
||||
"badge:-u": "BADGE:",
|
||||
"gender:-u": "GENDER:",
|
||||
"handed:-u": "HANDED:",
|
||||
"strength-u": "STRENGTH",
|
||||
"original": "original",
|
||||
"present": "present",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"combatSkill-u": "COMBAT SKILL",
|
||||
"driveSkill-u": "DRIVE SKILL",
|
||||
"techSkill-u": "TECH SKILL",
|
||||
"streetSkill-u": "STREET SKILL",
|
||||
"medicalSkill-u": "MEDICAL SKILL",
|
||||
"PSISkill-u": "PSI SKILL",
|
||||
"actions-u": "ACTIONS",
|
||||
"phases-u": "PHASES",
|
||||
"lawgiver-u": "LAWGIVER",
|
||||
"lawgiver:-c": "Lawgiver:",
|
||||
"Tick off shots as they are fired.": "Tick off shots as they are fired.",
|
||||
"magazine-u": "MAGAZINE",
|
||||
"magazines-c": "Magazines",
|
||||
"chamber1-u": "CHAMBER 1",
|
||||
"chamber2-u": "CHAMBER 2",
|
||||
"storage-u": "STORAGE",
|
||||
"type:-c": "Type:",
|
||||
"shots:-c": "Shots:",
|
||||
"specialAbilities:-u": "SPECIAL ABILITIES:",
|
||||
"experiencePoints:-u": "EXPERIENCE POINTS:",
|
||||
"notes:-u": "NOTES:",
|
||||
"MISSILE FIRE Hit Locations": "MISSILE FIRE Hit Locations",
|
||||
"location-c": "Location",
|
||||
"result-c": "Result",
|
||||
"armour-c": "Armour",
|
||||
"head-c": "Head",
|
||||
"chest-c": "Chest",
|
||||
"abdomen-c": "Abdomen",
|
||||
"rightArm-c": "Right Arm",
|
||||
"leftArm-c": "Left Arm",
|
||||
"rightLeg": "Right Leg",
|
||||
"leftLeg": "Left Leg",
|
||||
"handToHandCombat-u": "HAND TO HAND COMBAT",
|
||||
"gun-c": "Gun",
|
||||
"beltPouch-c": "Belt Pouch",
|
||||
"beltPouches:-c": "Belt Pouches:",
|
||||
"birdieLieDetector-c": "Birdie Lie Detector",
|
||||
"bleepers-c": "Bleepers",
|
||||
"handCuffs-c": "Hand Cuffs",
|
||||
"handRadio-c": "Hand Radio",
|
||||
"Lawgiver: IR Sight": "Lawgiver: IR Sight",
|
||||
"silencer-c": "Silencer",
|
||||
"Medi-Pack": "Medi-Pack",
|
||||
"pollutionMeter-c": "Pollution Meter",
|
||||
"stummGasGrenades-c": "Stumm Gas Grenades",
|
||||
"glovePouches:-c": "Glove Pouches:",
|
||||
"heatSeekerShells-c": "Heat Seeker Shells",
|
||||
"hypnoShells-c": "Hypno Shells",
|
||||
"movement-c": "Movement",
|
||||
"specialisms-u": "SPECIALISMS",
|
||||
"health-u": "HEALTH",
|
||||
"weapons-u": "WEAPONS",
|
||||
"weaponDef-c": "Weapon: Name, Damage, Melee and/or Range Damage Bonus, and Effect Description (if needed)",
|
||||
"weaponDamage-c": "Weapon Damage",
|
||||
"addMeleeDamageBonus-c": "Add Melee Damage Bonus",
|
||||
"addRangeDamageBonus-c": "Add Range Damage Bonus",
|
||||
"effectDescription-c": "Effect Description",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"item-c": "Item",
|
||||
"currency-u": "CURRENCY",
|
||||
"check:-c": "Check: ",
|
||||
"target:-c": "Target: ",
|
||||
"result:-c": "Result: ",
|
||||
"status:-c": "Status: ",
|
||||
"failure-c": "Failure",
|
||||
"success-c": "Success!",
|
||||
"normal-c": "Normal",
|
||||
"critical!-c": "Critical!",
|
||||
"fumble!-c": "Fumble!",
|
||||
"alwaysSuccess-c": "Always Success",
|
||||
"alwaysFailure-c": "Always Failure",
|
||||
"damage:-c": "Damage: ",
|
||||
"description:-c": "Description: ",
|
||||
"for-l": " *for*"
|
||||
}
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Conf",
|
||||
"damage": "Dmg.",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Crit",
|
||||
"damage": "Danys",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Conf",
|
||||
"damage": "Dmg.",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Conf",
|
||||
"damage": "Dmg.",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Wucht",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Kritisch",
|
||||
"damage": "Dmg.",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Conf",
|
||||
"damage": "Dmg.",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Crit",
|
||||
"damage": "Damage",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Crít.",
|
||||
"damage": "(Daño)",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Crit",
|
||||
"damage": "Damage",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Contondant",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Crit",
|
||||
"damage": "Dégâts",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Animations réduites",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Réinitialiser les didacticiels",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": "Résistance",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Conf",
|
||||
"damage": "נזק",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Crit",
|
||||
"damage": "Sebzés",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Randellando",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Crit.",
|
||||
"damage": "Danno",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "クリット",
|
||||
"damage": "Dmg.",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "치명",
|
||||
"damage": "대미지",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " 저항",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Conf",
|
||||
"damage": "Dmg.",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Esmagamento",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Crít",
|
||||
"damage": "Dano",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Animações reduzidas",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Redefinir tutoriais",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resistido por",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Kryt",
|
||||
"damage": "Dmg.",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Contundente",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Crít",
|
||||
"damage": "Dano",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduzir Animações",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Resetar Tutoriais",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": "Resistido por",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Дробящий",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Крит",
|
||||
"damage": "Урон",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Сниженные Анимации",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Сброс Обучений",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": "Сопротивление на основе",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Crit",
|
||||
"damage": "Damage",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Krit",
|
||||
"damage": "Dmg.",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Ezici",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Kritik",
|
||||
"damage": "Hasar",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Animasyonları Azalt",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Eğitimleri Sıfırla",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": "İle Direnilir",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "Bludgeoning",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "Crit",
|
||||
"damage": "Пошкодження",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
"base-cost": "Base Cost",
|
||||
"blind": "Blind",
|
||||
"bludgeoning": "鈍擊",
|
||||
"bonus-cost": "Bonus",
|
||||
"bound": "Bound",
|
||||
"budget": "Budget:",
|
||||
"Cannot take actions.": "Cannot take actions.",
|
||||
@@ -53,6 +54,10 @@
|
||||
"continuous": "continuous",
|
||||
"control": "control",
|
||||
"controlled": "Controlled",
|
||||
"cost-backfill-body": "This sheet has been updated to compute power costs from the structured effect/modifier breakdown rather than relying on the migrated total alone. To preserve your existing power totals, each power's \"Bonus Power Points\" field has been set to the difference between its displayed cost and what the structured breakdown produces.",
|
||||
"cost-backfill-body-howto": "When you enter individual extras and flaws into the new builder, those costs will be added to the structured total — so you should subtract the same amount from the Bonus field on that power as you go, keeping the displayed total stable. The Bonus field lives in the power editor next to the cost display.",
|
||||
"cost-backfill-dismiss": "Got it",
|
||||
"cost-backfill-title": "Power Cost Recalc Update",
|
||||
"crit": "重擊",
|
||||
"damage": "Dmg.",
|
||||
"dazed": "Dazed",
|
||||
@@ -209,6 +214,11 @@
|
||||
"reaction": "reaction",
|
||||
"reduced_animations": "Reduced Animations",
|
||||
"removable": "removable",
|
||||
"rerun-confirmation-body": "This will delete every current row in your Powers, Equipment, Vehicles, and Headquarters sections that was created by migration, then re-run conversion against the Legacy Archive. Any manual edits you've made to migrated rows will be lost. Use this only if your initial conversion was incomplete or produced incorrect output.",
|
||||
"rerun-confirmation-cancel": "Cancel",
|
||||
"rerun-confirmation-confirm": "Re-run",
|
||||
"rerun-confirmation-title": "Re-run Power Conversion?",
|
||||
"rerun-conversion-launcher": "Re-run Conversion",
|
||||
"reset_tutorials": "Reset Tutorials",
|
||||
"resistance": "resistance",
|
||||
"resisted_by": " Resisted by",
|
||||
|
||||
@@ -1,55 +1,55 @@
|
||||
{
|
||||
"Nombre": "Name:",
|
||||
"Nacionalidad": "Nationality:",
|
||||
"Edad": "Age:",
|
||||
"Características": "Characteristics",
|
||||
"Nombre": "Nombre",
|
||||
"Nacionalidad": "Nacionalidad:",
|
||||
"Edad": "Edad:",
|
||||
"Características": "Características",
|
||||
"Personal": "Personal",
|
||||
"SALUD": "HEALTH",
|
||||
"Física": "Body...........",
|
||||
"SALUD": "SALUD",
|
||||
"Física": "Física",
|
||||
"Máx": "Max.",
|
||||
"Mental": "Mental........",
|
||||
"Emocional": "Emotional....",
|
||||
"CORRUPCIÓN": "CORRUPTION",
|
||||
"MÚSCULO": "BRAWL",
|
||||
"Fuerza-Destreza-Velocidad": "Strength · Dexterity · Speed",
|
||||
"ASTUCIA": "SMARTS",
|
||||
"Memoria-Formación-Ingenio": "Memory · Learning · Wits",
|
||||
"AGALLAS": "GUTS",
|
||||
"Coraje-Resistencia-Emociones": "Courage · Endurance · Emotions",
|
||||
"ENTRENAMIENTO-EN-MÚSCULO": "TRAINING:<br>BRAWL",
|
||||
"ATLETISMO": "- ATHLETICS",
|
||||
"alzar-correr-aplastar": "[lift, run, smash]",
|
||||
"CUERPO-A-CUERPO": "- MELEE",
|
||||
"usar-armas-cuerpo-a-cuerpo": "[use hand-to-hand weapons]",
|
||||
"SIGILO": "- STEALTH",
|
||||
"acechar-ocultarse": "[be quiet, stay hidden]",
|
||||
"ENTRENAMIENTO-EN-ASTUCIA": "TRAINING:<br>SMARTS",
|
||||
"COMUNICACIÓN": "- COMUNICATIONS",
|
||||
"hablar-escribir": "[speak, write]",
|
||||
"CONOCIMIENTO": "- KNOWLEDGE",
|
||||
"aprendizaje-de-libros": "[book learning]",
|
||||
"MECÁNICA": "- MECHANICS",
|
||||
"utilizar-máquinas": "[use machines]",
|
||||
"ENTRENAMIENTO-EN-AGALLAS": "TRAINING:<br>GUTS",
|
||||
"INVESTIGACIÓN": "- INVESTIGATION",
|
||||
"encontrar-respuestas": "[find answers]",
|
||||
"ARMAS-A-DISTANCIA": "- RANGED",
|
||||
"armas-de-fuego-armas-arrojadizas": "[use guns, throw weapons]",
|
||||
"TRANSPORTE": "- TRANSPORT",
|
||||
"manejar-vehículo": "[operate vehicles]",
|
||||
"SUSURROS": "WHISPERS",
|
||||
"CAMINO": "PATH",
|
||||
"Ritos-de-sangre": "Blood rites",
|
||||
"Trucos-podridos": "Rotten tricks",
|
||||
"Las-viejas-costumbres": "Old ways",
|
||||
"Rituales-elementales": "Elemental rituals",
|
||||
"Palabras-sanadoras": "Healing words",
|
||||
"Canciones-de-caos": "Chaos songs",
|
||||
"Susurro": "Whisper:",
|
||||
"Hoja-de-servicio": "Service record:",
|
||||
"Historia-personal": "Personal history:",
|
||||
"Equipamiento-asignado": "Assigned equipment",
|
||||
"ask-additional-dice": "Additional Dice?",
|
||||
"realiza-una-tirada-de": "rolled",
|
||||
"éxito": "success(es)"
|
||||
"Emocional": "Emocional",
|
||||
"CORRUPCIÓN": "CORRUPCIÓN",
|
||||
"MÚSCULO": "MÚSCULO",
|
||||
"Fuerza-Destreza-Velocidad": "Fuerza · Destreza · Velocidad",
|
||||
"ASTUCIA": "ASTUCIA",
|
||||
"Memoria-Formación-Ingenio": "Memoria · Formación · Ingenio",
|
||||
"AGALLAS": "AGALLAS",
|
||||
"Coraje-Resistencia-Emociones": "Coraje Resistencia · Emociones",
|
||||
"ENTRENAMIENTO-EN-MÚSCULO": "ENTRENAMIENTO EN MÚSCULO",
|
||||
"ATLETISMO": "- ATLETISMO",
|
||||
"alzar-correr-aplastar": "[alzar, correr, aplastar]",
|
||||
"CUERPO-A-CUERPO": "- COMBATE CUERPO A CUERPO",
|
||||
"usar-armas-cuerpo-a-cuerpo": "[usar armas cuerpo a cuerpo]",
|
||||
"SIGILO": "- SIGILO",
|
||||
"acechar-ocultarse": "[Acechar en silencio, mantente oculto]",
|
||||
"ENTRENAMIENTO-EN-ASTUCIA": "ENTRENAMIENTO EN ASTUCIA",
|
||||
"COMUNICACIÓN": "COMUNICACIÓN",
|
||||
"hablar-escribir": "[hablar, escribir]",
|
||||
"CONOCIMIENTO": "- CONOCIMIENTO",
|
||||
"aprendizaje-de-libros": "[aprendizaje por libros]",
|
||||
"MECÁNICA": "- MECÁNICA",
|
||||
"utilizar-máquinas": "[usar máquinas]",
|
||||
"ENTRENAMIENTO-EN-AGALLAS": "ENTRENAMIENTO EN AGALLAS",
|
||||
"INVESTIGACIÓN": "- INVESTIGACIÓN",
|
||||
"encontrar-respuestas": "[encontrar respuestas]",
|
||||
"ARMAS-A-DISTANCIA": "- ARMAS A DISTANCIA",
|
||||
"armas-de-fuego-armas-arrojadizas": "[usar armas de fuego, arrojadizas]",
|
||||
"TRANSPORTE": "- TRANSPORTE",
|
||||
"manejar-vehículo": "[conducir vehículos]",
|
||||
"SUSURROS": "SUSURROS",
|
||||
"CAMINO": "CAMINO",
|
||||
"Ritos-de-sangre": "Ritos de sangre",
|
||||
"Trucos-podridos": "Trucos podridos",
|
||||
"Las-viejas-costumbres": "Las viejas costumbres",
|
||||
"Rituales-elementales": "Rituales elementales",
|
||||
"Palabras-sanadoras": "Palabras sanadoras",
|
||||
"Canciones-de-caos": "Canciones del caos",
|
||||
"Susurro": "Susurro:",
|
||||
"Hoja-de-servicio": "Hoja de servicio:",
|
||||
"Historia-personal": "Historia personal:",
|
||||
"Equipamiento-asignado": "Equipo asignado",
|
||||
"ask-additional-dice": "¿Dados adicionales?",
|
||||
"realiza-una-tirada-de": "Realiza una tirada",
|
||||
"éxito": "Éxito"
|
||||
}
|
||||
@@ -1,273 +1,273 @@
|
||||
{
|
||||
"sheet-type-Player-Character": "Player Character",
|
||||
"sheet-type-Player-Character": "Personagem jogador",
|
||||
"sheet-type-LM-Character": "LM Character",
|
||||
"sheet-type-Adversary": "Adversary",
|
||||
"sheet-type-Releaselog": "Release Log",
|
||||
"attribute-level": "Attribute Level",
|
||||
"weary-state": "Weary State",
|
||||
"weary-normal": "Not Weary",
|
||||
"weary-weary": "Weary",
|
||||
"endurance": "Endurance",
|
||||
"endurance-short": "Endur.",
|
||||
"current-endurance": "Current Endurance",
|
||||
"hate": "Hate",
|
||||
"sheet-type-Adversary": "Adversário",
|
||||
"sheet-type-Releaselog": "Log de alterações",
|
||||
"attribute-level": "Nível do atributo",
|
||||
"weary-state": "Estado exausto",
|
||||
"weary-normal": "Não exausto",
|
||||
"weary-weary": "Exausto",
|
||||
"endurance": "Resistência",
|
||||
"endurance-short": "Resist.",
|
||||
"current-endurance": "Resistência atual",
|
||||
"hate": "Ódio",
|
||||
"resolve": "Resolve",
|
||||
"parry-and-shield": "Parry & Shield",
|
||||
"armour": "Armour",
|
||||
"helm": "Helmet",
|
||||
"armour-placeholder": "[Armour]",
|
||||
"helm-placeholder": "[Helmet]",
|
||||
"skills": "Skills",
|
||||
"custom": "Custom",
|
||||
"perception": "Perception",
|
||||
"vocation": "Vocation",
|
||||
"weapon-name": "Name",
|
||||
"weapon-rating": "Rating",
|
||||
"weapon-type": "Type",
|
||||
"weapon-damage": "Dmg.",
|
||||
"weapon-load": "Load",
|
||||
"weapon-injury": "Inj.",
|
||||
"weapon-fell": "F",
|
||||
"weapon-fell-description": "Fell: Injury +2 (superior weapons: +4)",
|
||||
"weapon-grievous": "G",
|
||||
"weapon-grievous-description": "Grievous: Damage +1 (superior weapons: +2)",
|
||||
"weapon-keen": "K",
|
||||
"weapon-keen-description": "Keen: Piercing Blow if Feat die 9+ (superior weapons: 8+) or Gandalf Rune",
|
||||
"parry-and-shield": "Bloqueio & Escudo",
|
||||
"armour": "Armadura",
|
||||
"helm": "Elmo",
|
||||
"armour-placeholder": "[Armadura]",
|
||||
"helm-placeholder": "[Elmo]",
|
||||
"skills": "Perícias",
|
||||
"custom": "Personalizado",
|
||||
"perception": "Percepção",
|
||||
"vocation": "Vocação",
|
||||
"weapon-name": "Nome",
|
||||
"weapon-rating": "Nível",
|
||||
"weapon-type": "Tipo",
|
||||
"weapon-damage": "Dano",
|
||||
"weapon-load": "Carga",
|
||||
"weapon-injury": "Fer.",
|
||||
"weapon-fell": "C",
|
||||
"weapon-fell-description": "Cruel: NA de lesão +2(Armas superiores: +4)",
|
||||
"weapon-grievous": "A",
|
||||
"weapon-grievous-description": "Atroz: Dano +1(Armas superiores: +2)",
|
||||
"weapon-keen": "A",
|
||||
"weapon-keen-description": "Afiada: Golpe perfurante em 9+(Armas superiores: 8+) ou runa de Gandalf",
|
||||
"weapon-called-shot": "Called Shot",
|
||||
"special-abilities": "Special Abilities",
|
||||
"hope": "Hope",
|
||||
"current-hope": "Current Hope",
|
||||
"character-name": "Name",
|
||||
"culture": "Culture",
|
||||
"standard-of-living": "Living Std.",
|
||||
"cultural-blessing": "Blessing",
|
||||
"calling": "Calling",
|
||||
"shadow-weakness": "Weakness",
|
||||
"specialities": "Specialities",
|
||||
"distinctive-features": "Dist. Features",
|
||||
"attributes": "Attributes",
|
||||
"body": "Body",
|
||||
"body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.",
|
||||
"favoured": "Favoured",
|
||||
"heart": "Heart",
|
||||
"heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.",
|
||||
"wits": "Wits",
|
||||
"wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.",
|
||||
"valour": "Valour",
|
||||
"valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.<br><br>When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.",
|
||||
"wisdom": "Wisdom",
|
||||
"wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.<br><br>When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.",
|
||||
"special-abilities": "Habilidades especiais",
|
||||
"hope": "Esperança",
|
||||
"current-hope": "Esperança atual",
|
||||
"character-name": "Nome",
|
||||
"culture": "Cultura",
|
||||
"standard-of-living": "Pad. de vida",
|
||||
"cultural-blessing": "Benção cultural",
|
||||
"calling": "Chamado",
|
||||
"shadow-weakness": "Caminho da sombra",
|
||||
"specialities": "",
|
||||
"distinctive-features": "Características notáveis",
|
||||
"attributes": "Atributos",
|
||||
"body": "Força",
|
||||
"body-description": "Um Herói-jogador com um valor de FORÇA alto pode ser ser forte e atlético, ou rápido e alerta, ou fisicamente atraente ou imponente. Cada aspecto de um aventureiro que depende de vigor ou bem-estar físico é representado no jogo pela FORÇA.",
|
||||
"favoured": "Favorecido",
|
||||
"heart": "Coração",
|
||||
"heart-description": "Mede a capacidade de emoção, empatia e entusiasmo de um aventureiro. Um Herói-jogador com um valor de CORAÇÃO alto pode ser ardente, enérgico e difícil de intimidar. Atividades que se beneficiam de um temperamento apaixonado ou dinâmico podem ser influenciadas pelo valor de CORAÇÃO de um Herói-jogador.",
|
||||
"wits": "Astúcia",
|
||||
"wits-description": "Um Herói-jogador com um valor alto de ASTÚCIA pode ser inteligente, atencioso e engenhoso. Qualquer ação que exija que um aventureiro seja perspicaz, sensato ou sábio se beneficia da pontuação de ASTÚCIA de um Herói-jogador.",
|
||||
"valour": "Valor",
|
||||
"valour-description": "O VALOR é uma medida da coragem de um herói, temperada por atos perigosos. Indivíduos de valor estão dispostos a colocar-se em perigo para a segurança dos outros. Em tempos onde novas ameaças surgem a cada dia, a coragem é altamente valorizada, e um aventureiro valente é muitas vezes estimado acima de todos os outros. Por esta razão, o nível de VALOR dos Heróis-jogadores reflete o nível de renome que alcançaram como praticantes de grandes feitos.\nSe um jogador decidir favorecer o VALOR em comparação com a SABEDORIA no decorrer do jogo, o status do Herói-jogador aos olhos dos outros será determinado principalmente por suas ações e feitos. Mesmo desde o início mais humilde como um aventureiro errante, os aventureiros podem um dia ganhar a reputação e o respeito de heróis ou reis famosos.",
|
||||
"wisdom": "Sabedoria",
|
||||
"wisdom-description": "A SABEDORIA expressa a confiança dos Heróis-jogadores em suas próprias capacidades, sua autoconfiança e capacidade de bom senso. É uma característica com implicações profundamente pessoais, porque se desenvolve e melhora através da luta e da contenda, e reflete o crescimento de um aventureiro aos olhos daqueles povos que valorizam tais qualidades.\nSe um jogador escolher SABEDORIA em vez de VALOR ao gastar pontos de Experiência, isso sugere que a aventura está afetando o Herói-jogador sutilmente, mas profundamente. Começando como um indivíduo ingênuo com um espírito aventureiro, os aventureiros podem alcançar a maturidade e a lucidez dos Sábios.",
|
||||
"common-skills": "Common Skills",
|
||||
"skill-groups": "Skill Groups",
|
||||
"awe": "Awe",
|
||||
"awe-short": "Awe",
|
||||
"awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. <span class='sheet-strong'>Awe</span> arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.<br><br>A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.",
|
||||
"inspire": "Inspire",
|
||||
"inspire-short": "Ins",
|
||||
"inspire-description": "A hero able to <span class='sheet-strong'>Inspire</span> others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under <span class='sheet-strong'>Persuade</span>, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high <span class='sheet-strong'>Inspire</span> ratings can be forceful orators, passionate agitators, and well- loved leaders of men<br><br>A successful <span class='sheet-strong'>Inspire</span> roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.",
|
||||
"persuade": "Persuade",
|
||||
"persuade-short": "Per",
|
||||
"persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high <span class='sheet-strong'>Persuade</span> score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.<br><br>The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.",
|
||||
"skill-groups": "Perícias Grupos",
|
||||
"awe": "Fascínio",
|
||||
"awe-short": "Fasc",
|
||||
"awe-description": "Esta Perícia mede a capacidade de evocar respeito nos espectadores e determina a impressão que os Heróis-jogadores causam em alguém que encontram pela primeira vez. Dependendo das circunstâncias e das intenções do jogador, ela pode ser usada para incutir reverência, admiração ou até medo. FASCÍNIO surge do carisma nativo de um herói, mas também pode ser projetado por uma entrada dramática ou traje impressionante.\nO sucesso na Perícia FASCÍNIO evoca o efeito escolhido, enquanto a falha pode levar ao resultado oposto. Alcançar um sucesso superior significa que um herói conquistou os corações dos espectadores ou os intimidou à submissão silenciosa.",
|
||||
"inspire": "Indução",
|
||||
"inspire-short": "Ind",
|
||||
"inspire-description": "Heróis-jogadores podem usar a Perícia INDUÇÃO para incutir sentimentos positivos nos outros, inflamando-os a agir sobre o assunto em questão. Eles conseguem isso principalmente através do exemplo, carisma e convicção pessoal, e não através do uso efetivo de palavras (que seria PERSUASÃO). Esta Perícia pode ser usada em indivíduos, mas é particularmente eficaz em influenciar multidões. Os Heróis-jogadores com um valor alto de INDUÇÃO podem ser grandes oradores, agitadores apaixonados e líderes amados.\nUm sucesso numa jogada de INDUÇÃO desperta um sentimento escolhido sobre o assunto em questão, contanto que não esteja em oposição ao humor atual. Um sucesso superior é suficiente para influenciar indivíduos totalmente desinteressados ou transformar rivais em apoiadores.",
|
||||
"persuade": "Persuasão",
|
||||
"persuade-short": "Pers",
|
||||
"persuade-description": "Esta Perícia permite que os Heróis-jogadores apliquem seu raciocínio para convencer outros indivíduos de uma ideia ou curso de ação. Pode ser usada para influenciar pequenos grupos de ouvintes, mas somente se usada em um contexto apropriado, como um salão comum. Persuasão requer mais tempo do que outras Perícias de Personalidade, mas pode ter um impacto mais duradouro nas ações de outras personagens. Um nível alto de PERSUASÃO denota uma eloquência incomum, um amor pela fala e conhecimento de seu uso adequado e seu efeito nos ouvintes. Pessoas sábias, conselheiros de chefes e reis e seus mensageiros compartilham essa paixão pela palavra falada.\nUm sucesso na Perícia PERSUASÃO permite que um Herói-jogador convença um público de que sua posição atual em relação a um tema é falha. Um sucesso superior convence os ouvintes da qualidade da postura de um herói e pode até transformá-los em adeptos ardentes.",
|
||||
"personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.",
|
||||
"athletics": "Athletics",
|
||||
"athletics-short": "Ath",
|
||||
"athletics-description": "<span class='sheet-strong'>Athletics</span> is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high <span class='sheet-strong'>Athletics</span> skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.<br><br>A successful <span class='sheet-strong'>Athletics</span> roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.",
|
||||
"travel": "Travel",
|
||||
"travel-short": "Tra",
|
||||
"travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.<br><br>When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the <span class='sheet-strong'>Travel</span> skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.",
|
||||
"stealth": "Stealth",
|
||||
"stealth-short": "Ste",
|
||||
"stealth-description": "A hero resorts to <span class='sheet-strong'>Stealth</span> whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use <span class='sheet-strong'>Stealth</span> to prosper in their trade.<br><br>A successful <span class='sheet-strong'>Stealth</span> roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.<br><br>A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.",
|
||||
"athletics": "Atletismo",
|
||||
"athletics-short": "Atlet",
|
||||
"athletics-description": "O ATLETISMO é uma Perícia ampla, cobrindo a maioria das atividades físicas que um herói pode realizar durante a aventura, incluindo correr, pular, escalar e nadar. Heróis com níveis altos na Perícia de ATLETISMO exibem uma combinação vencedora de destreza física, graça e controle, geralmente obtida por meio de exercícios contínuos e esforço diário.\nUm sucesso num teste de ATLETISMO produz um resultado satisfatório na atividade física, enquanto uma falha pode le ar a sérios danos, dependendo das circunstâncias. Um resultado superior sugere uma conquista espetacular.",
|
||||
"travel": "Viagem",
|
||||
"travel-short": "Viag",
|
||||
"travel-description": "Na Terceira Era, as cidades, vilas e cidadelas da Terra Média são frequentemente separadas por muitas léguas de áreas ermas ou desertas. Estradas que costumavam levar com segurança a reinos distantes agora terminam em trilhas quebradas que não vão a lugar nenhum. Seja qual for o caminho que a Companhia escolher seguir, será um caminho longo e cansativo antes que cheguem a seu destino.\nUm sucesso no teste de VIAGEM pode permitir que um Herói-jogador estime a duração de uma jornada, leia um mapa e até avalie se um grupo de estranhos na estrada pode ser abordado com segurança ou se deve ser deixado em paz. Um bom valor na Perícia VIAGEM é um bem inestimável para o Guia da Companhia quando em uma jornada.",
|
||||
"stealth": "Furtividade",
|
||||
"stealth-short": "Furtiv",
|
||||
"stealth-description": "Os Heróis-jogadores recorrem à FURTIVIDADE sempre que precisam agir de forma furtiva ou secreta. A Perícia inclui se esconder, mover-se silenciosamente e seguir outros. Essas atividades geralmente dependem de rapidez e precisão, então um Herói-jogador furtivo combina cautela treinada com a capacidade de julgar o momento certo para arriscar. Caçadores, ladrões e combatentes solitários usam a FURTIVIDADE para prosperar em suas profissões.\nUm sucesso numa jogada de FURTIVIDADE indica que o herói passou despercebido, enquanto uma falha quase certamente atrai atenção indesejada. Um sucesso superior produz um resultado tão impecável que pode até ser impossível notar o feito mesmo após o fato.",
|
||||
"movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.",
|
||||
"awareness": "Awareness",
|
||||
"awareness-short": "Awa",
|
||||
"awareness-description": "The <span class='sheet-strong'>Awareness</span> skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.<br><br>A high <span class='sheet-strong'>Awareness</span> rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.",
|
||||
"insight": "Insight",
|
||||
"insight-short": "Ins",
|
||||
"insight-description": "<span class='sheet-strong'>Insight</span> is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with <span class='sheet-strong'>Insight</span> can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high <span class='sheet-strong'>Insight</span> score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful <span class='sheet-strong'>Insight</span> roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. <span class='sheet-strong'>Insight</span> tests may be rolled in opposition to an adversary using <span class='sheet-strong'>Persuade</span> or another Personality skill.",
|
||||
"search": "Search",
|
||||
"search-short": "Sea",
|
||||
"search-description": "<span class='sheet-strong'>Search</span> is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. <span class='sheet-strong'>Search</span> rolls are generally initiated by the player rather than the Loremaster; <span class='sheet-strong'>Awareness</span> is used to see if the characters passively notice something. A successful <span class='sheet-strong'>Search</span> roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.",
|
||||
"awareness": "Vigilância",
|
||||
"awareness-short": "Vigi",
|
||||
"awareness-description": "A Perícia de VIGILÂNCIA representa a prontidão de um herói para reagir e a capacidade de notar algo inesperado, fora do comum ou difícil de detectar. Uma pontuação alta nesta Perícia reflete os sentidos aguçados e a experiência para entender o que é visto ou ouvido, um alto nível de alerta é extremamente útil se um Herói-jogador servir como vigia para a Companhia.",
|
||||
"insight": "Discernimento",
|
||||
"insight-short": "Disc",
|
||||
"insight-description": "O DISCERNIMENTO representa a capacidade de ver além das aparências e reconhecer os pensamentos e crenças ocultos das pessoas. O DISCERNIMENTO não revela se alguém está mentindo, mas as informações que fornece podem ser usadas para tirar conclusões úteis sobre os motivos das pessoas. Heróis com uma alta pontuação de DISCERNIMENTO são frequentemente reconhecidos como indivíduos sensatos e perspicazes, e muitos podem procurar seu conselho.\nUm sucesso num teste de DISCERNIMENTO fornece aos Heróis-jogadores um retrato confiável, mas parcial, da pessoa que eles estão observando. Um sucesso superior permite que adivinhem corretamente detalhes adicionais sobre o estado de espírito de um indivíduo. Jogadas de DISCERNIMENTO podem ser feitas em oposição a um adversário tentando influenciar ou convencer um Herói-jogador de algo.",
|
||||
"search": "Busca",
|
||||
"search-short": "Busc",
|
||||
"search-description": "Heróis-jogadores podem usar a Perícia BUSCA ao examinar algo de perto ou atentamente. Esta Perícia permite que um Herói-jogador folheie um livro para localizar uma informação relevante, procure portas escondidas ou inscrições ocultas, reconheça um rosto familiar em uma multidão ou localize um conjunto de rastros no chão. Os testes de BUSCA geralmente são iniciados pelos jogadores em vez do Historiador. É necessário uma jogada para cada inspeção de uma pequena área, como uma sala. VIGILÂNCIA, em vez de BUSCA, é usada para ver se um herói percebe algo passivamente.\nUm sucesso num teste de BUSCA geralmente permite que os Heróis-jogadores encontrem o que estão procurando, se houver algo ali para ser encontrado. Um sucesso superior geralmente significa que o objeto é encontrado mais rapidamente.",
|
||||
"perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.",
|
||||
"explore": "Explore",
|
||||
"explore-short": "Exp",
|
||||
"explore-description": "Adventurers rely on their <span class='sheet-strong'>Explore</span> skill when they move through an unfamiliar area of the Wild. An <span class='sheet-strong'>Explore</span> test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high <span class='sheet-strong'>Explore</span> rating is an invaluable resource for a companion acting as a scout for his group of adventurers.",
|
||||
"healing": "Healing",
|
||||
"healing-short": "Hea",
|
||||
"healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.<br><br>The <span class='sheet-strong'>Healing</span> skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.",
|
||||
"hunting": "Hunting",
|
||||
"hunting-short": "Hun",
|
||||
"hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A <span class='sheet-strong'>Hunting</span> roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.",
|
||||
"explore": "Exploração",
|
||||
"explore-short": "Explo",
|
||||
"explore-description": "Os Heróis-jogadores usam a Perícia EXPLORAÇÃO quando se movem por uma área desconhecida dos Ermos. Um teste de EXPLORAÇÃO pode ser necessário durante uma viagem para descobrir em qual direção a Companhia está indo, ou para voltar ao caminho certo após um desvio; para lidar com condições climáticas adversas ou outros riscos naturais; para criar caminhos através da natureza adequados para outros seguirem; ou para escolher um lugar adequado para montar acampamento. Um valor alto de EXPLORAÇÃO é um recurso inestimável se um Herói-jogador estiver atuando como batedor para a Companhia.",
|
||||
"healing": "Cura",
|
||||
"healing-short": "Cura",
|
||||
"healing-description": "O conhecimento de como aliviar a dor e aplicar remédios para restaurar a saúde de quem sofre é antigo, e os tratamentos diferem de cultura para cultura. No entanto, quase todas as tradições concordam com o tratamento de lesões graves, que devem ser cuidadas imediatamente para evitar que piorem.\nA Perícia de CURA inclui colocar ossos no lugar e o uso de ervas ou pomadas, mas o resultado depende da capacidade do curandeiro de entender o que aflige o sofredor e determinar o que deve ser feito para ajudá-lo.",
|
||||
"hunting": "Caçada",
|
||||
"hunting-short": "Caç",
|
||||
"hunting-description": "Saber caçar é uma habilidade fundamental, compartilhada pela maioria das culturas da Terra Média. Uma jogada de CAÇADA pode ser necessária ao perseguir uma criatura através de áreas selvagens, ou para seguir pistas e identificar uma presa por seu rastro. A habilidade de CAÇADA também abrange a preparação de armadilhas e o treinamento e uso de cães ou pássaros de caça.\nEm áreas mais ermas, os caçadores aprendem a aplicar seu ofício a presas mais perigosas, como orcs, aranhas ou wargs, caso contrário, correm o risco de eles mesmos se tornarem presas.",
|
||||
"survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.",
|
||||
"song": "Song",
|
||||
"song-short": "Son",
|
||||
"song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.<br><br><span class='sheet-strong'>Song</span> is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.",
|
||||
"courtesy": "Courtesy",
|
||||
"courtesy-short": "Cou",
|
||||
"courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.<br><br>A hero succeeding in a <span class='sheet-strong'>Courtesy</span> roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.",
|
||||
"riddle": "Riddle",
|
||||
"riddle-short": "Rid",
|
||||
"riddle-description": "Owing its name to the ancient Game, the <span class='sheet-strong'>Riddle</span> skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.<br><br>An adventurer also relies on <span class='sheet-strong'>Riddle</span> whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.<br><br>An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.",
|
||||
"song": "Música",
|
||||
"song-short": "Mus",
|
||||
"song-description": "Hobbits e homens, elfos e anões, mesmo goblins e talvez orcs: todas as criaturas da Terra-Média celebram tocando música e cantando canções. Grandes feitos e infortúnios sombrios são lembrados em versos, e histórias agradáveis ou cômicas são contadas para aliviar os espíritos e encontrar conforto.\nA Perícia MÚSICA é usada para recitar poemas, cantar canções ou tocar instrumentos adequados à Cultura de um personagem. Também pode ser usada para aprender novos trabalhos ou criar composições originais.",
|
||||
"courtesy": "Cortesia",
|
||||
"courtesy-short": "Cor",
|
||||
"courtesy-description": "Os Povos Livres reconhecem normas comuns de decência e antigas convenções de comportamento. Observar tais tradições demonstra respeito e é uma maneira de estabelecer rapidamente uma base amigável, mesmo com completos estranhos. Ter sucesso em uma jogada de CORTESIA pode significar que os Heróis-jogadores sabem o que dizer no momento certo para causar uma boa impressão em seu anfitrião, ou estão atentos às suas maneiras ao receber hóspedes.",
|
||||
"riddle": "Enigma",
|
||||
"riddle-short": "Enig",
|
||||
"riddle-description": "Devido a ter o nome do jogo antigo, a Perícia ENIGMA representa a capacidade de tirar conclusões de partes aparentemente desconectadas de informações por dedução, raciocínio e intuição. Os aventureiros também usam ENIGMA sempre que são forçados a falar sobre um assunto, mas preferem esconder parte do que sabem; por exemplo, falar algo sobre si mesmos sem revelar sua identidade.\nComo um costume aceito entre muitas culturas, falar em enigmas geralmente é permitido entre estranhos que se encontram pela primeira vez e querem falar com cautela. Esta Perícia também é usada para obter informações úteis de um enigma falado ou escrito.",
|
||||
"custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.",
|
||||
"craft": "Craft",
|
||||
"craft-short": "Cra",
|
||||
"craft-description": "The <span class='sheet-strong'>Craft</span> skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.<br><br>A high <span class='sheet-strong'>Craft</span> score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.",
|
||||
"battle": "Battle",
|
||||
"craft": "Ofício",
|
||||
"craft-short": "Ofi",
|
||||
"craft-description": "A habilidade de OFÍCIO realmente não cobre toda a gama de habilidades de ferreiros, artífices e outros artesãos, mas reflete um talento para fazer ou consertar coisas à mão. OFÍCIO pode ser usado para reparar a roda de um carrinho, ou construir uma jangada improvisada com madeira encontrada em uma margem do rio, ou para acender uma fogeira em meio ao vento de uma colina.\nUma pontuação alta de OFÍCIO pode indicar que o Herói- -jogador era um artesão antes de começar uma vida de aventuras. Algumas Culturas, como os anões e os Elfos Noldorin, reverenciam o ofício de artesão como a mais alta expressão da criatividade.",
|
||||
"battle": "Batalha",
|
||||
"battle-short": "Bat",
|
||||
"battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The <span class='sheet-strong'>Battle</span> skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).",
|
||||
"lore": "Lore",
|
||||
"lore-short": "Lor",
|
||||
"lore-description": "<span class='sheet-strong'>Lore</span> expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a <span class='sheet-strong'>Lore</span> roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a <span class='sheet-strong'>Lore</span> test for information regarding their character’s culture, background or the area they originally come from.",
|
||||
"battle-description": "Um nível nesta Perícia mostra uma compreensão firme das regras da batalha e a capacidade de fazer manobras adequadas quando se está envolvido em um confronto violento. A Perícia de BATALHA pode ser usada para obter uma vantagem ao lutar contra um grupo de inimigos, ou liderar uma companhia de tropas em batalha aberta e manter a ordem em meio ao caos (os talentos individuais de combate são cobertos pelas Proficiências de Combate",
|
||||
"lore": "História",
|
||||
"lore-short": "Hist",
|
||||
"lore-description": "HISTÓRIA expressa um amor pela aprendizagem: seja um fascínio por descrições de terras distantes ou um interesse pela genealogia familiar. Sempre que uma ação envolve algum tipo de conhecimento, é necessário um teste de HISTÓRIA.\nOs Heróis-jogadores são considerados conhecedores das tradições de seu próprio povo e, portanto, o Historiador raramente deve exigir que um jogador faça um teste de HISTÓRIA para obter informações sobre a Cultura, o Histórico ou a área de origem de seu próprio personagem.",
|
||||
"vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.",
|
||||
"weapon": "Weapon",
|
||||
"weapon": "Arma",
|
||||
"weapon-encumbrance-abbreviation": "Enc",
|
||||
"combat-values": "Combat Values",
|
||||
"damage": "Damage",
|
||||
"damage": "Dano",
|
||||
"ranged": "Ranged",
|
||||
"parry": "Parry",
|
||||
"total-parry": "Total Parry",
|
||||
"shield": "Shield",
|
||||
"shield-placeholder": "[Shield]",
|
||||
"head-gear": "Head Gear",
|
||||
"gear": "Gear",
|
||||
"description": "Description",
|
||||
"parry": "Bloqueio",
|
||||
"total-parry": "Bloqueio total",
|
||||
"shield": "Escudo",
|
||||
"shield-placeholder": "[escudo]",
|
||||
"head-gear": "Equipamento de cabeça",
|
||||
"gear": "Equipamentos",
|
||||
"description": "Descrição",
|
||||
"encumbrance-abbreviation": "Enc",
|
||||
"character-states": "Character States",
|
||||
"total-fatigue": "Total Fatigue",
|
||||
"encumbrance-fatigue": "Enc. Fatigue",
|
||||
"travel-fatigue": "Travel Fatigue",
|
||||
"total-shadow": "Total Shadow",
|
||||
"temporal-shadow": "Temp. Shadow",
|
||||
"permanent-shadow": "Perm. Shadow",
|
||||
"miserable": "Miserable",
|
||||
"wounded": "Wounded",
|
||||
"rewards-and-virtues": "Rewards & Virtues",
|
||||
"rewards": "Rewards",
|
||||
"virtues": "Virtues",
|
||||
"character-states": "Estados do personagem",
|
||||
"total-fatigue": "Fadiga total",
|
||||
"encumbrance-fatigue": "Fadg. de carga",
|
||||
"travel-fatigue": "Fadiga de viagem",
|
||||
"total-shadow": "Sombra total",
|
||||
"temporal-shadow": "Sombra temp.",
|
||||
"permanent-shadow": "Sombra perm.",
|
||||
"miserable": "Arrasado",
|
||||
"wounded": "Ferido",
|
||||
"rewards-and-virtues": "Recompensas & Virtudes",
|
||||
"rewards": "Recompensas",
|
||||
"virtues": "Virtudes",
|
||||
"progress-and-keepings": "Progress & Holdings",
|
||||
"fellowship-pool": "Fellowship",
|
||||
"fellowship-pool": "Sociedade",
|
||||
"advancement-points": "Advancement Points",
|
||||
"experience": "Experience",
|
||||
"experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.",
|
||||
"treasure": "Treasure",
|
||||
"treasure-rating": "Treasure<br/>Rating",
|
||||
"experience": "Experiência",
|
||||
"experience-description": "Experiência é a medida de um personagem ser afetado pelo ganho de conhecimento e perícia através de um período de observação e participação através do tempo",
|
||||
"treasure": "Tesouro",
|
||||
"treasure-rating": "Nível<br/>Tesouro",
|
||||
"standing": "Standing",
|
||||
"background": "Background",
|
||||
"notes": "Notes",
|
||||
"company": "Company",
|
||||
"guide": "Guide",
|
||||
"scout": "Scout",
|
||||
"huntsman": "Huntsman",
|
||||
"look-out_man": "Look-out Man",
|
||||
"fellowship-focus": "Fellow Focus",
|
||||
"fellowship-phase": "Fellowship Phase",
|
||||
"notes": "Notas",
|
||||
"company": "Companhia",
|
||||
"guide": "Guia",
|
||||
"scout": "Batedor",
|
||||
"huntsman": "Caçador",
|
||||
"look-out_man": "Vigia",
|
||||
"fellowship-focus": "Parceiro de sociedade",
|
||||
"fellowship-phase": "Fase de sociedade",
|
||||
"sanctuaries": "Sanctuaries",
|
||||
"patron": "Patron",
|
||||
"patron": "Patrono",
|
||||
"tale-of-years": "Tale of Years",
|
||||
"year": "Year",
|
||||
"event-description": "Event Description",
|
||||
"mount": "Mount",
|
||||
"mount-name": "Name",
|
||||
"mount-treasure": "Treasure",
|
||||
"mount-vigour": "Vigour",
|
||||
"year": "Ano",
|
||||
"event-description": "Descrição do evento",
|
||||
"mount": "Montaria",
|
||||
"mount-name": "Nome",
|
||||
"mount-treasure": "Tesouro",
|
||||
"mount-vigour": "Vigor",
|
||||
"rolls-for": "rolls for",
|
||||
"against-tn": "against TN",
|
||||
"protection": "Protection",
|
||||
"against-tn": "contra NA",
|
||||
"protection": "Proteção",
|
||||
"protection-abbr": "Prot.",
|
||||
"injury": "Injury",
|
||||
"target-number": "Target Number",
|
||||
"attacks-with": "attacks with",
|
||||
"attacks-with-a": "attacks with a",
|
||||
"injury": "Ferimento",
|
||||
"target-number": "Número alvo",
|
||||
"attacks-with": "ataques com",
|
||||
"attacks-with-a": "ataques com um(a)",
|
||||
"charges-with": "charges with",
|
||||
"an-attack": "to attack",
|
||||
"might": "Might",
|
||||
"combat-proficiency": "Combat Proficiency",
|
||||
"fell-ability": "Fell Ability",
|
||||
"special-damage": "Special Damage",
|
||||
"general": "General",
|
||||
"flaws": "Flaws",
|
||||
"adventure-points": "Adventure<br/>Points",
|
||||
"skill-points": "Skill Points",
|
||||
"adventure-points-total": "Adventure<br/>Total",
|
||||
"skill-points-total": "Skill<br/>Total",
|
||||
"treasure-load-title": "Treasure Load (carried)",
|
||||
"rating": "Rating",
|
||||
"tn-strength": "TN",
|
||||
"tn-heart": "TN",
|
||||
"tn-wits": "TN",
|
||||
"strength": "Strength",
|
||||
"strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.",
|
||||
"endurance-max": "End. (max.)",
|
||||
"hope-max": "Hope (max.)",
|
||||
"load": "Load",
|
||||
"fatigue": "Fatigue",
|
||||
"shadow": "Shadow",
|
||||
"scars": "Scars",
|
||||
"age": "Age",
|
||||
"scan": "Scan",
|
||||
"scan-short": "Sca",
|
||||
"scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.",
|
||||
"enhearten": "Enhearten",
|
||||
"enhearten-short": "Enh",
|
||||
"enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.",
|
||||
"combat": "Combat",
|
||||
"axes": "Axes",
|
||||
"swords": "Swords",
|
||||
"bows": "Bows",
|
||||
"spears": "Spears",
|
||||
"might": "Poder",
|
||||
"combat-proficiency": "Proficiência em combate",
|
||||
"fell-ability": "Habilidade decadente",
|
||||
"special-damage": "Dano especial",
|
||||
"general": "Geral",
|
||||
"flaws": "Defeito",
|
||||
"adventure-points": "Pt de<br/>aventura",
|
||||
"skill-points": "Pt de perícia",
|
||||
"adventure-points-total": "Pt aventura<br/>total",
|
||||
"skill-points-total": "Pt perícia<br/>total",
|
||||
"treasure-load-title": "Carga de tesouro(carregado)",
|
||||
"rating": "Classificação",
|
||||
"tn-strength": "NA",
|
||||
"tn-heart": "NA",
|
||||
"tn-wits": "NA",
|
||||
"strength": "Força",
|
||||
"strength-description": "Um Herói-jogador com um valor de FORÇA alto pode ser ser forte e atlético, ou rápido e alerta, ou fisicamente atraente ou imponente. Cada aspecto de um aventureiro que depende de vigor ou bem-estar físico é representado no jogo pela FORÇA.",
|
||||
"endurance-max": "Res. (máx.)",
|
||||
"hope-max": "Esp. (máx.)",
|
||||
"load": "Carga",
|
||||
"fatigue": "Fadiga",
|
||||
"shadow": "Sombra",
|
||||
"scars": "Cicatriz",
|
||||
"age": "Idade",
|
||||
"scan": "Busca",
|
||||
"scan-short": "Bus",
|
||||
"scan-description": "Heróis-jogadores podem usar a Perícia BUSCA ao examinar algo de perto ou atentamente. Esta Perícia permite que um Herói-jogador folheie um livro para localizar uma informação relevante, procure portas escondidas ou inscrições ocultas, reconheça um rosto familiar em uma multidão ou localize um conjunto de rastros no chão. Os testes de BUSCA geralmente são iniciados pelos jogadores em vez do Historiador. É necessário uma jogada para cada inspeção de uma pequena área, como uma sala. VIGILÂNCIA, em vez de BUSCA, é usada para ver se um herói percebe algo passivamente. \nUm sucesso num teste de BUSCA geralmente permite que os Heróis-jogadores encontrem o que estão procurando, se houver algo ali para ser encontrado. Um sucesso superior geralmente significa que o objeto é encontrado mais rapidamente.",
|
||||
"enhearten": "Indução",
|
||||
"enhearten-short": "Ind",
|
||||
"enhearten-description": "Heróis-jogadores podem usar a Perícia INDUÇÃO para incutir sentimentos positivos nos outros, inflamando-os a agir sobre o assunto em questão. Eles conseguem isso principalmente através do exemplo, carisma e convicção pessoal, e não através do uso efetivo de palavras (que seria PERSUASÃO). Esta Perícia pode ser usada em indivíduos, mas é particularmente eficaz em influenciar multidões. Os Heróis-jogadores com um valor alto de INDUÇÃO podem ser grandes oradores, agitadores apaixonados e líderes amados.\nUm sucesso numa jogada de INDUÇÃO desperta um sentimento escolhido sobre o assunto em questão, contanto que não esteja em oposição ao humor atual. Um sucesso superior é suficiente para influenciar indivíduos totalmente desinteressados ou transformar rivais em apoiadores.",
|
||||
"combat": "Combate",
|
||||
"axes": "Machados",
|
||||
"swords": "Espadas",
|
||||
"bows": "Arcos",
|
||||
"spears": "Lanças",
|
||||
"parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.",
|
||||
"tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.",
|
||||
"axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.",
|
||||
"bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.",
|
||||
"spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.",
|
||||
"swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.",
|
||||
"other-placeholder": "[Other]",
|
||||
"close-fitting": "CF",
|
||||
"close-fitting-description": "Close Fitting: Protection +2 (Ancient armour: +3)",
|
||||
"cunning-make": "CM",
|
||||
"cunning-make-description": "Cunning make: Load -2 (Ancient armour: -3)",
|
||||
"reinforced": "RI",
|
||||
"reinforced-description": "Reinforced: Parry +1 (Superior shield: +2)",
|
||||
"stance-attack-modifier": "Attack Mod.",
|
||||
"stance-attack-modifier-description": "Depending on stance the attack modifier will be forward:1/open:0/defensive:-1/rearward:0. This attack modifier is the default value for attack bonus dice. If a character is in defensive stance fighting against more then one adversary player can use the bonus dice query to set this to -2/-3 according to the number of adversaries. ",
|
||||
"conditions-modifiers": "Conditions / Modifiers",
|
||||
"axes-description": "A Proficiência de Combate em MACHADOS permite que um Herói-jogador use o machado, o machado grande, o machado de haste longa e também a picareta.",
|
||||
"bows-description": "A Proficiência de Combate em ARCOS permite que um Herói-jogador faça ataques à distância usando um arco ou um arco grande.",
|
||||
"spears-description": "A Proficiência de Combate em LANÇAS permite que um herói faça ataques de combate à distância e corpo a corpo usando lança curta ou lança, ou lute em combate corpo a corpo usando uma lança grande.",
|
||||
"swords-description": "A Proficiência de Combate em ESPADAS permite que um Herói-jogador ataque em combate corpo a corpo usando espadas curtas, espadas e espadas longas.",
|
||||
"other-placeholder": "Outro",
|
||||
"close-fitting": "BF",
|
||||
"close-fitting-description": "Ajuste bem-feito: Proteção +2(Armadura ancestral: +3)",
|
||||
"cunning-make": "FH",
|
||||
"cunning-make-description": "Fabricação hábil: Carga -2(Armadura ancestral: -3)",
|
||||
"reinforced": "R",
|
||||
"reinforced-description": "Reforçado: Bloqueio+1(Escudo superior +2)",
|
||||
"stance-attack-modifier": "Mod. Ataque",
|
||||
"stance-attack-modifier-description": "Dependendo da postura o modificador de ataque será\navançado:1/aberto:0/defensivo:-1/retaguarda:0. Esses modificadores de ataque são o valor padrão para os bônus dos dados de ataques. Se um personagem está na postura defensiva lutando contra mais de um adversário o jogador pode usar o campo de dado de bônus para setar -2/-3 de acordo com um número de adversários.",
|
||||
"conditions-modifiers": "Condições / Modificadores",
|
||||
"normal": "Normal",
|
||||
"illfavoured": "Ill. Fav.",
|
||||
"illfavoured": "Desfavorecido",
|
||||
"parsed-rolls": "Parsed rolls",
|
||||
"table-rolls": "Table rolls",
|
||||
"stance": "Stance",
|
||||
"stance-forward": "Forw.",
|
||||
"stance-open": "Open",
|
||||
"stance": "Postura",
|
||||
"stance-forward": "Avan.",
|
||||
"stance-open": "Aberta",
|
||||
"stance-defensive": "Def.",
|
||||
"stance-rearward": "Rear",
|
||||
"stance-damage": "Stance Damage:",
|
||||
"custom-roll": "Custom Dice Roller",
|
||||
"custom-tn": "TN:",
|
||||
"custom-successdice": "Success:",
|
||||
"custom-featdie": "Feat:",
|
||||
"stance-rearward": "Ret.",
|
||||
"stance-damage": "Dano da postura:",
|
||||
"custom-roll": "Rolador de dado personal.",
|
||||
"custom-tn": "NA",
|
||||
"custom-successdice": "Sucesso:",
|
||||
"custom-featdie": "Façanha:",
|
||||
"custom-rollname": "Rolltext:",
|
||||
"custom-rollname-placeholder": "[Roll Text]",
|
||||
"other": "Other",
|
||||
"useful-items": "Useful Items",
|
||||
"marvelous-item": "Marvelous Item",
|
||||
"other": "Outro",
|
||||
"useful-items": "Itens úteis",
|
||||
"marvelous-item": "Itens amaldiçoados",
|
||||
"marvelous-item-bonus": "+1",
|
||||
"wondrous-item": "Wondrous Item",
|
||||
"wondrous-item": "Itens maravilhosos",
|
||||
"wondrous-item-bonus": "+2",
|
||||
"blessing1": "Blessing 1",
|
||||
"blessing1-short": "Bl. 1",
|
||||
"blessing2": "Blessing 2",
|
||||
"blessing2-short": "Bl. 2",
|
||||
"item-bonus": "Bonus",
|
||||
"item-bonus-short": "Bo.",
|
||||
"whisper": "Whisper:",
|
||||
"whisper-placeholder": "[me|gm|playername]",
|
||||
"daunted": "Daunted",
|
||||
"daunted-title": "If you are daunted, you can't spend hope!",
|
||||
"name": "Name",
|
||||
"darkmode": "Dark Mode",
|
||||
"taint": "Taint",
|
||||
"taint-title": "Taint of items adds to the shadow points of the character",
|
||||
"brawling": "Brawling",
|
||||
"brawling-short": "Brawling",
|
||||
"brawling-description": "Brawling is the art of fighting without weapons, using one's fists, feet, and body to subdue an opponent."
|
||||
"item-bonus": "Bônus",
|
||||
"item-bonus-short": "Bô.",
|
||||
"whisper": "Sussurrar",
|
||||
"whisper-placeholder": "",
|
||||
"daunted": "Intimidado",
|
||||
"daunted-title": "Se você estiver intimidado, não pode gastar esperança.",
|
||||
"name": "Nome",
|
||||
"darkmode": "Modo escuro",
|
||||
"taint": "Mácula",
|
||||
"taint-title": "Mácula de itens adiciona aos pontos de sombra do personagem",
|
||||
"brawling": "Briga",
|
||||
"brawling-short": "Briga",
|
||||
"brawling-description": "Briga é a arte de lutar sem arma, usando punhos, pés e corpo para subjulgar um oponente."
|
||||
}
|
||||
Reference in New Issue
Block a user